taskkill: Add Lithuanian translation.
[wine.git] / dlls / wined3d / state.c
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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 /* GL locking for state handlers is done by the caller. */
40 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
42 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
44 ERR("Undefined state.\n");
47 static void state_nop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
49 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state));
52 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
54 WINED3DFILLMODE Value = stateblock->state.render_states[WINED3DRS_FILLMODE];
56 switch(Value) {
57 case WINED3DFILL_POINT:
58 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
59 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
60 break;
61 case WINED3DFILL_WIREFRAME:
62 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
63 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
64 break;
65 case WINED3DFILL_SOLID:
66 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
67 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
68 break;
69 default:
70 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
74 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
76 /* Lighting is not enabled if transformed vertices are drawn
77 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
78 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
79 * vertex declaration applying function calls this function for updating
82 if(isStateDirty(context, STATE_VDECL)) {
83 return;
86 if (stateblock->state.render_states[WINED3DRS_LIGHTING]
87 && !stateblock->device->strided_streams.position_transformed)
89 glEnable(GL_LIGHTING);
90 checkGLcall("glEnable GL_LIGHTING");
91 } else {
92 glDisable(GL_LIGHTING);
93 checkGLcall("glDisable GL_LIGHTING");
97 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
99 /* No z test without depth stencil buffers */
100 if (!stateblock->device->depth_stencil)
102 TRACE("No Z buffer - disabling depth test\n");
103 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
104 checkGLcall("glDisable GL_DEPTH_TEST");
105 return;
108 switch (stateblock->state.render_states[WINED3DRS_ZENABLE])
110 case WINED3DZB_FALSE:
111 glDisable(GL_DEPTH_TEST);
112 checkGLcall("glDisable GL_DEPTH_TEST");
113 break;
114 case WINED3DZB_TRUE:
115 glEnable(GL_DEPTH_TEST);
116 checkGLcall("glEnable GL_DEPTH_TEST");
117 break;
118 case WINED3DZB_USEW:
119 glEnable(GL_DEPTH_TEST);
120 checkGLcall("glEnable GL_DEPTH_TEST");
121 FIXME("W buffer is not well handled\n");
122 break;
123 default:
124 FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
125 stateblock->state.render_states[WINED3DRS_ZENABLE]);
129 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
131 /* glFrontFace() is set in context.c at context init and on an
132 * offscreen / onscreen rendering switch. */
133 switch (stateblock->state.render_states[WINED3DRS_CULLMODE])
135 case WINED3DCULL_NONE:
136 glDisable(GL_CULL_FACE);
137 checkGLcall("glDisable GL_CULL_FACE");
138 break;
139 case WINED3DCULL_CW:
140 glEnable(GL_CULL_FACE);
141 checkGLcall("glEnable GL_CULL_FACE");
142 glCullFace(GL_FRONT);
143 checkGLcall("glCullFace(GL_FRONT)");
144 break;
145 case WINED3DCULL_CCW:
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
148 glCullFace(GL_BACK);
149 checkGLcall("glCullFace(GL_BACK)");
150 break;
151 default:
152 FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n",
153 stateblock->state.render_states[WINED3DRS_CULLMODE]);
157 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
159 switch (stateblock->state.render_states[WINED3DRS_SHADEMODE])
161 case WINED3DSHADE_FLAT:
162 glShadeModel(GL_FLAT);
163 checkGLcall("glShadeModel(GL_FLAT)");
164 break;
165 case WINED3DSHADE_GOURAUD:
166 glShadeModel(GL_SMOOTH);
167 checkGLcall("glShadeModel(GL_SMOOTH)");
168 break;
169 case WINED3DSHADE_PHONG:
170 FIXME("WINED3DSHADE_PHONG isn't supported\n");
171 break;
172 default:
173 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n",
174 stateblock->state.render_states[WINED3DRS_SHADEMODE]);
178 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
180 if (stateblock->state.render_states[WINED3DRS_DITHERENABLE])
182 glEnable(GL_DITHER);
183 checkGLcall("glEnable GL_DITHER");
185 else
187 glDisable(GL_DITHER);
188 checkGLcall("glDisable GL_DITHER");
192 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
194 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
195 * If yes, this has to be merged with ZENABLE and ZFUNC. */
196 if (stateblock->state.render_states[WINED3DRS_ZWRITEENABLE])
198 glDepthMask(1);
199 checkGLcall("glDepthMask(1)");
201 else
203 glDepthMask(0);
204 checkGLcall("glDepthMask(0)");
208 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
210 GLenum depth_func = CompareFunc(stateblock->state.render_states[WINED3DRS_ZFUNC]);
212 if (!depth_func) return;
214 if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
216 static BOOL once;
217 /* There are a few issues with this: First, our inability to
218 * select a proper Z depth, most of the time we're stuck with
219 * D24S8, even if the app selects D32 or D16. There seem to be
220 * some other precision problems which have to be debugged to
221 * make NOTEQUAL and EQUAL work properly. */
222 if (!once)
224 once = TRUE;
225 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
229 glDepthFunc(depth_func);
230 checkGLcall("glDepthFunc");
233 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
235 float col[4];
236 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[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 = stateblock->device->render_targets[0];
246 const struct wined3d_gl_info *gl_info = context->gl_info;
247 int srcBlend = GL_ZERO;
248 int dstBlend = GL_ZERO;
250 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
251 * blending parameters to work. */
252 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE]
253 || stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
254 || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
256 /* Disable blending in all cases even without pixelshaders.
257 * With blending on we could face a big performance penalty.
258 * The d3d9 visual test confirms the behavior. */
259 if (context->render_offscreen
260 && !(target->resource.format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
262 glDisable(GL_BLEND);
263 checkGLcall("glDisable GL_BLEND");
264 return;
265 } else {
266 glEnable(GL_BLEND);
267 checkGLcall("glEnable GL_BLEND");
269 } else {
270 glDisable(GL_BLEND);
271 checkGLcall("glDisable GL_BLEND");
272 /* Nothing more to do - get out */
273 return;
276 switch (stateblock->state.render_states[WINED3DRS_DESTBLEND])
278 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
279 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
280 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
281 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
282 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
283 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
284 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
285 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
287 /* To compensate the lack of format switching with backbuffer offscreen rendering,
288 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
289 * if the render target doesn't support alpha blending. A nonexistent alpha channel
290 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
292 case WINED3DBLEND_DESTALPHA :
293 dstBlend = target->resource.format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
294 break;
295 case WINED3DBLEND_INVDESTALPHA :
296 dstBlend = target->resource.format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
297 break;
299 case WINED3DBLEND_SRCALPHASAT :
300 dstBlend = GL_SRC_ALPHA_SATURATE;
301 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
302 break;
304 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
305 * values which are still valid up to d3d9. They should not occur as dest blend values
307 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
308 srcBlend = GL_SRC_ALPHA;
309 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
310 break;
312 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
313 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
314 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
315 break;
317 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
318 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
319 default:
320 FIXME("Unrecognized dst blend value %#x.\n",
321 stateblock->state.render_states[WINED3DRS_DESTBLEND]);
324 switch (stateblock->state.render_states[WINED3DRS_SRCBLEND])
326 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
327 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
328 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
329 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
330 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
331 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
332 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
333 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
334 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
336 case WINED3DBLEND_DESTALPHA :
337 srcBlend = target->resource.format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
338 break;
339 case WINED3DBLEND_INVDESTALPHA :
340 srcBlend = target->resource.format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
341 break;
343 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
344 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
345 break;
347 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
348 dstBlend = GL_SRC_ALPHA;
349 break;
351 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
352 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
353 default:
354 FIXME("Unrecognized src blend value %#x.\n",
355 stateblock->state.render_states[WINED3DRS_SRCBLEND]);
358 if (stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
359 || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
361 glEnable(GL_LINE_SMOOTH);
362 checkGLcall("glEnable(GL_LINE_SMOOTH)");
363 if(srcBlend != GL_SRC_ALPHA) {
364 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
366 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
367 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
369 } else {
370 glDisable(GL_LINE_SMOOTH);
371 checkGLcall("glDisable(GL_LINE_SMOOTH)");
374 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
375 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
376 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
379 if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
381 int srcBlendAlpha = GL_ZERO;
382 int dstBlendAlpha = GL_ZERO;
384 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
385 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
387 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
388 return;
391 switch (stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA])
393 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
394 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
395 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
396 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
397 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
398 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
399 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
400 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
401 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
402 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
403 case WINED3DBLEND_SRCALPHASAT :
404 dstBlend = GL_SRC_ALPHA_SATURATE;
405 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
406 break;
407 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
408 * values which are still valid up to d3d9. They should not occur as dest blend values
410 case WINED3DBLEND_BOTHSRCALPHA :
411 dstBlendAlpha = GL_SRC_ALPHA;
412 srcBlendAlpha = GL_SRC_ALPHA;
413 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
414 break;
415 case WINED3DBLEND_BOTHINVSRCALPHA :
416 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
417 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
418 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
419 break;
420 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
421 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
422 default:
423 FIXME("Unrecognized dst blend alpha value %#x.\n",
424 stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA]);
427 switch (stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA])
429 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
430 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
431 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
432 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
433 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
434 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
435 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
436 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
437 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
438 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
439 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
440 case WINED3DBLEND_BOTHSRCALPHA :
441 srcBlendAlpha = GL_SRC_ALPHA;
442 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
443 break;
444 case WINED3DBLEND_BOTHINVSRCALPHA :
445 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
446 dstBlendAlpha = GL_SRC_ALPHA;
447 break;
448 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
449 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
450 default:
451 FIXME("Unrecognized src blend alpha value %#x.\n",
452 stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA]);
455 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
456 checkGLcall("glBlendFuncSeparateEXT");
457 } else {
458 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
459 glBlendFunc(srcBlend, dstBlend);
460 checkGLcall("glBlendFunc");
463 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
464 so it may need updating */
465 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE])
466 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
469 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
471 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
474 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
476 const struct wined3d_gl_info *gl_info = context->gl_info;
477 float col[4];
479 TRACE("Setting blend factor to %#x.\n", stateblock->state.render_states[WINED3DRS_BLENDFACTOR]);
480 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_BLENDFACTOR], col);
481 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
482 checkGLcall("glBlendColor");
485 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
487 int glParm = 0;
488 float ref;
489 BOOL enable_ckey = FALSE;
491 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
493 /* Find out if the texture on the first stage has a ckey set
494 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
495 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
496 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
497 * in case it finds some texture+colorkeyenable combination which needs extra care.
499 if (stateblock->state.textures[0])
501 IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0];
502 GLenum texture_dimensions = texture->baseTexture.target;
504 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
506 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
508 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
510 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
511 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
512 * surface has alpha bits */
513 if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
518 if (enable_ckey || context->last_was_ckey)
519 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
520 context->last_was_ckey = enable_ckey;
522 if (stateblock->state.render_states[WINED3DRS_ALPHATESTENABLE]
523 || (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey))
525 glEnable(GL_ALPHA_TEST);
526 checkGLcall("glEnable GL_ALPHA_TEST");
527 } else {
528 glDisable(GL_ALPHA_TEST);
529 checkGLcall("glDisable GL_ALPHA_TEST");
530 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
531 * enable call
533 return;
536 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey)
538 glParm = GL_NOTEQUAL;
539 ref = 0.0f;
540 } else {
541 ref = ((float)stateblock->state.render_states[WINED3DRS_ALPHAREF]) / 255.0f;
542 glParm = CompareFunc(stateblock->state.render_states[WINED3DRS_ALPHAFUNC]);
544 if(glParm) {
545 glAlphaFunc(glParm, ref);
546 checkGLcall("glAlphaFunc");
550 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
552 const struct wined3d_gl_info *gl_info = context->gl_info;
553 DWORD enable = 0xFFFFFFFF;
554 DWORD disable = 0x00000000;
556 if (!stateblock->device->vs_clipping && use_vs(stateblock))
558 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
559 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
560 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
561 * of that - don't do anything here and keep them disabled
563 if (stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
565 static BOOL warned = FALSE;
566 if(!warned) {
567 FIXME("Clipping not supported with vertex shaders\n");
568 warned = TRUE;
571 return;
574 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
575 * of already set values
578 /* If enabling / disabling all
579 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
581 if (stateblock->state.render_states[WINED3DRS_CLIPPING])
583 enable = stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE];
584 disable = ~stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE];
585 if (gl_info->supported[ARB_DEPTH_CLAMP])
587 glDisable(GL_DEPTH_CLAMP);
588 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
590 } else {
591 disable = 0xffffffff;
592 enable = 0x00;
593 if (gl_info->supported[ARB_DEPTH_CLAMP])
595 glEnable(GL_DEPTH_CLAMP);
596 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
598 else
600 FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
604 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
605 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
606 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
607 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
608 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
609 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
611 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
612 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
613 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
614 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
615 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
616 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
618 /** update clipping status */
619 if (enable)
621 stateblock->state.clip_status.ClipUnion = 0;
622 stateblock->state.clip_status.ClipIntersection = 0xFFFFFFFF;
624 else
626 stateblock->state.clip_status.ClipUnion = 0;
627 stateblock->state.clip_status.ClipIntersection = 0;
631 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
633 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
636 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
638 const struct wined3d_gl_info *gl_info = context->gl_info;
639 int blendEquation = GL_FUNC_ADD;
640 int blendEquationAlpha = GL_FUNC_ADD;
642 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
643 if (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]
644 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
646 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
647 return;
650 switch (stateblock->state.render_states[WINED3DRS_BLENDOP])
652 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
653 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
654 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
655 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
656 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
657 default:
658 FIXME("Unrecognized/Unhandled D3DBLENDOP value %#x.\n",
659 stateblock->state.render_states[WINED3DRS_BLENDOP]);
662 switch (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA])
664 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
665 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
666 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
667 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
668 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
669 default:
670 FIXME("Unrecognized/Unhandled D3DBLENDOP value %#x\n",
671 stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]);
674 if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
676 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
677 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
678 checkGLcall("glBlendEquationSeparateEXT");
679 } else {
680 TRACE("glBlendEquation(%x)\n", blendEquation);
681 GL_EXTCALL(glBlendEquationEXT(blendEquation));
682 checkGLcall("glBlendEquation");
686 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
688 const struct wined3d_gl_info *gl_info = context->gl_info;
689 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
690 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
691 * specular color. This is wrong:
692 * Separate specular color means the specular colour is maintained separately, whereas
693 * single color means it is merged in. However in both cases they are being used to
694 * some extent.
695 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
696 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
697 * running 1.4 yet!
700 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
701 * Instead, we need to setup the FinalCombiner properly.
703 * The default setup for the FinalCombiner is:
705 * <variable> <input> <mapping> <usage>
706 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
707 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
708 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
709 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
710 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
711 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
712 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
714 * That's pretty much fine as it is, except for variable B, which needs to take
715 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
716 * whether WINED3DRS_SPECULARENABLE is enabled or not.
719 TRACE("Setting specular enable state and materials\n");
720 if (stateblock->state.render_states[WINED3DRS_SPECULARENABLE])
722 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&stateblock->state.material.Specular);
723 checkGLcall("glMaterialfv");
725 if (stateblock->state.material.Power > gl_info->limits.shininess)
727 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
728 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
729 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
730 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
731 * them, it should be safe to do so without major visual distortions.
733 WARN("Material power = %f, limit %f\n", stateblock->state.material.Power, gl_info->limits.shininess);
734 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
736 else
738 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->state.material.Power);
740 checkGLcall("glMaterialf(GL_SHININESS)");
742 if (gl_info->supported[EXT_SECONDARY_COLOR])
744 glEnable(GL_COLOR_SUM_EXT);
746 else
748 TRACE("Specular colors cannot be enabled in this version of opengl\n");
750 checkGLcall("glEnable(GL_COLOR_SUM)");
752 if (gl_info->supported[NV_REGISTER_COMBINERS])
754 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
755 checkGLcall("glFinalCombinerInputNV()");
757 } else {
758 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
760 /* for the case of enabled lighting: */
761 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
762 checkGLcall("glMaterialfv");
764 /* for the case of disabled lighting: */
765 if (gl_info->supported[EXT_SECONDARY_COLOR])
767 glDisable(GL_COLOR_SUM_EXT);
769 else
771 TRACE("Specular colors cannot be disabled in this version of opengl\n");
773 checkGLcall("glDisable(GL_COLOR_SUM)");
775 if (gl_info->supported[NV_REGISTER_COMBINERS])
777 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
778 checkGLcall("glFinalCombinerInputNV()");
782 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
783 stateblock->state.material.Diffuse.r, stateblock->state.material.Diffuse.g,
784 stateblock->state.material.Diffuse.b, stateblock->state.material.Diffuse.a);
785 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
786 stateblock->state.material.Ambient.r, stateblock->state.material.Ambient.g,
787 stateblock->state.material.Ambient.b, stateblock->state.material.Ambient.a);
788 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
789 stateblock->state.material.Specular.r, stateblock->state.material.Specular.g,
790 stateblock->state.material.Specular.b, stateblock->state.material.Specular.a);
791 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
792 stateblock->state.material.Emissive.r, stateblock->state.material.Emissive.g,
793 stateblock->state.material.Emissive.b, stateblock->state.material.Emissive.a);
795 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&stateblock->state.material.Ambient);
796 checkGLcall("glMaterialfv(GL_AMBIENT)");
797 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&stateblock->state.material.Diffuse);
798 checkGLcall("glMaterialfv(GL_DIFFUSE)");
799 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&stateblock->state.material.Emissive);
800 checkGLcall("glMaterialfv(GL_EMISSION)");
803 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
805 const struct wined3d_gl_info *gl_info = context->gl_info;
806 unsigned int i;
808 /* Note the texture color applies to all textures whereas
809 * GL_TEXTURE_ENV_COLOR applies to active only
811 float col[4];
812 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
814 /* And now the default texture color as well */
815 for (i = 0; i < gl_info->limits.texture_stages; ++i)
817 /* Note the WINED3DRS value applies to all textures, but GL has one
818 * per texture, so apply it now ready to be used!
820 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
821 checkGLcall("glActiveTextureARB");
823 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
824 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
828 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
829 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
831 const struct wined3d_gl_info *gl_info = context->gl_info;
833 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
834 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
835 GL_EXTCALL(glActiveStencilFaceEXT(face));
836 checkGLcall("glActiveStencilFaceEXT(...)");
837 glStencilFunc(func, ref, mask);
838 checkGLcall("glStencilFunc(...)");
839 glStencilOp(stencilFail, depthFail, stencilPass);
840 checkGLcall("glStencilOp(...)");
843 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
845 const struct wined3d_gl_info *gl_info = context->gl_info;
846 DWORD onesided_enable = FALSE;
847 DWORD twosided_enable = FALSE;
848 GLint func = GL_ALWAYS;
849 GLint func_ccw = GL_ALWAYS;
850 GLint ref = 0;
851 GLuint mask = 0;
852 GLint stencilFail = GL_KEEP;
853 GLint depthFail = GL_KEEP;
854 GLint stencilPass = GL_KEEP;
855 GLint stencilFail_ccw = GL_KEEP;
856 GLint depthFail_ccw = GL_KEEP;
857 GLint stencilPass_ccw = GL_KEEP;
859 /* No stencil test without a stencil buffer. */
860 if (!stateblock->device->depth_stencil)
862 glDisable(GL_STENCIL_TEST);
863 checkGLcall("glDisable GL_STENCIL_TEST");
864 return;
867 onesided_enable = stateblock->state.render_states[WINED3DRS_STENCILENABLE];
868 twosided_enable = stateblock->state.render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
869 if (!(func = CompareFunc(stateblock->state.render_states[WINED3DRS_STENCILFUNC])))
870 func = GL_ALWAYS;
871 if (!(func_ccw = CompareFunc(stateblock->state.render_states[WINED3DRS_CCW_STENCILFUNC])))
872 func_ccw = GL_ALWAYS;
873 ref = stateblock->state.render_states[WINED3DRS_STENCILREF];
874 mask = stateblock->state.render_states[WINED3DRS_STENCILMASK];
875 stencilFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILFAIL]);
876 depthFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILZFAIL]);
877 stencilPass = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILPASS]);
878 stencilFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILFAIL]);
879 depthFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILZFAIL]);
880 stencilPass_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILPASS]);
882 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
883 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
884 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
885 onesided_enable, twosided_enable, ref, mask,
886 func, stencilFail, depthFail, stencilPass,
887 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
889 if (twosided_enable && onesided_enable) {
890 glEnable(GL_STENCIL_TEST);
891 checkGLcall("glEnable GL_STENCIL_TEST");
893 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
895 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
896 * which has an effect on the code below too. If we apply the front face
897 * afterwards, we are sure that the active stencil face is set to front,
898 * and other stencil functions which do not use two sided stencil do not have
899 * to set it back
901 renderstate_stencil_twosided(context, GL_BACK,
902 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
903 renderstate_stencil_twosided(context, GL_FRONT,
904 func, ref, mask, stencilFail, depthFail, stencilPass);
906 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
908 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
909 checkGLcall("glStencilFuncSeparateATI(...)");
910 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
911 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
912 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
913 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
914 } else {
915 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
918 else if(onesided_enable)
920 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
922 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
923 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
926 /* This code disables the ATI extension as well, since the standard stencil functions are equal
927 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
929 glEnable(GL_STENCIL_TEST);
930 checkGLcall("glEnable GL_STENCIL_TEST");
931 glStencilFunc(func, ref, mask);
932 checkGLcall("glStencilFunc(...)");
933 glStencilOp(stencilFail, depthFail, stencilPass);
934 checkGLcall("glStencilOp(...)");
935 } else {
936 glDisable(GL_STENCIL_TEST);
937 checkGLcall("glDisable GL_STENCIL_TEST");
941 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
943 DWORD mask = stateblock->device->depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
944 const struct wined3d_gl_info *gl_info = context->gl_info;
946 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
947 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
948 glStencilMask(mask);
949 checkGLcall("glStencilMask");
950 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
951 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
952 glStencilMask(mask);
955 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
957 DWORD mask = stateblock->device->depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
959 glStencilMask(mask);
960 checkGLcall("glStencilMask");
963 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
966 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
968 if (!stateblock->state.render_states[WINED3DRS_FOGENABLE]) return;
970 /* Table fog on: Never use fog coords, and use per-fragment fog */
971 if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE)
973 glHint(GL_FOG_HINT, GL_NICEST);
974 if(context->fog_coord) {
975 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
976 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
977 context->fog_coord = FALSE;
979 return;
982 /* Otherwise use per-vertex fog in any case */
983 glHint(GL_FOG_HINT, GL_FASTEST);
985 if (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
987 /* No fog at all, or transformed vertices: Use fog coord */
988 if(!context->fog_coord) {
989 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
990 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
991 context->fog_coord = TRUE;
993 } else {
994 /* Otherwise, use the fragment depth */
995 if(context->fog_coord) {
996 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
997 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
998 context->fog_coord = FALSE;
1003 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1005 float fogstart, fogend;
1006 union {
1007 DWORD d;
1008 float f;
1009 } tmpvalue;
1011 switch(context->fog_source) {
1012 case FOGSOURCE_VS:
1013 fogstart = 1.0f;
1014 fogend = 0.0f;
1015 break;
1017 case FOGSOURCE_COORD:
1018 fogstart = 255.0f;
1019 fogend = 0.0f;
1020 break;
1022 case FOGSOURCE_FFP:
1023 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGSTART];
1024 fogstart = tmpvalue.f;
1025 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGEND];
1026 fogend = tmpvalue.f;
1027 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
1028 if(fogstart == fogend) {
1029 fogstart = -1.0f / 0.0f;
1030 fogend = 0.0f;
1032 break;
1034 default:
1035 /* This should not happen.context->fog_source is set in wined3d, not the app.
1036 * Still this is needed to make the compiler happy
1038 ERR("Unexpected fog coordinate source\n");
1039 fogstart = 0.0f;
1040 fogend = 0.0f;
1043 glFogf(GL_FOG_START, fogstart);
1044 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1045 TRACE("Fog Start == %f\n", fogstart);
1047 glFogf(GL_FOG_END, fogend);
1048 checkGLcall("glFogf(GL_FOG_END, fogend)");
1049 TRACE("Fog End == %f\n", fogend);
1052 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1054 enum fogsource new_source;
1056 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1058 if (!stateblock->state.render_states[WINED3DRS_FOGENABLE])
1060 /* No fog? Disable it, and we're done :-) */
1061 glDisableWINE(GL_FOG);
1062 checkGLcall("glDisable GL_FOG");
1063 return;
1066 /* Fog Rules:
1068 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1069 * It can use the Z value of the vertex, or the alpha component of the specular color.
1070 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1071 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1072 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1074 * FOGTABLEMODE != NONE:
1075 * The Z value is used, with the equation specified, no matter what vertex type.
1077 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1078 * Per vertex fog is calculated using the specified fog equation and the parameters
1080 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1081 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1082 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1085 * Rules for vertex fog with shaders:
1087 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1088 * the fog computation to happen during transformation while openGL expects it to happen
1089 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1090 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1091 * To solve this problem, WineD3D does:
1092 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1093 * shader,
1094 * and 2) disables the fog computation (in either the fixed function or programmable
1095 * rasterizer) if using a vertex program.
1097 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1098 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1099 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1100 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1101 * There are some GL differences between specular fog coords and vertex shaders though.
1103 * With table fog the vertex shader fog coordinate is ignored.
1105 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1106 * without shaders).
1109 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1110 * the system will apply only pixel(=table) fog effects."
1112 if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1114 if(use_vs(stateblock)) {
1115 glFogi(GL_FOG_MODE, GL_LINEAR);
1116 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1117 new_source = FOGSOURCE_VS;
1118 } else {
1119 switch (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE])
1121 /* If processed vertices are used, fall through to the NONE case */
1122 case WINED3DFOG_EXP:
1123 if(!context->last_was_rhw) {
1124 glFogi(GL_FOG_MODE, GL_EXP);
1125 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1126 new_source = FOGSOURCE_FFP;
1127 break;
1129 /* drop through */
1131 case WINED3DFOG_EXP2:
1132 if(!context->last_was_rhw) {
1133 glFogi(GL_FOG_MODE, GL_EXP2);
1134 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1135 new_source = FOGSOURCE_FFP;
1136 break;
1138 /* drop through */
1140 case WINED3DFOG_LINEAR:
1141 if(!context->last_was_rhw) {
1142 glFogi(GL_FOG_MODE, GL_LINEAR);
1143 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1144 new_source = FOGSOURCE_FFP;
1145 break;
1147 /* drop through */
1149 case WINED3DFOG_NONE:
1150 /* Both are none? According to msdn the alpha channel of the specular
1151 * color contains a fog factor. Set it in drawStridedSlow.
1152 * Same happens with Vertexfog on transformed vertices
1154 new_source = FOGSOURCE_COORD;
1155 glFogi(GL_FOG_MODE, GL_LINEAR);
1156 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1157 break;
1159 default:
1160 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
1161 stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE]);
1162 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1165 } else {
1166 new_source = FOGSOURCE_FFP;
1168 switch (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE])
1170 case WINED3DFOG_EXP:
1171 glFogi(GL_FOG_MODE, GL_EXP);
1172 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1173 break;
1175 case WINED3DFOG_EXP2:
1176 glFogi(GL_FOG_MODE, GL_EXP2);
1177 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1178 break;
1180 case WINED3DFOG_LINEAR:
1181 glFogi(GL_FOG_MODE, GL_LINEAR);
1182 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1183 break;
1185 case WINED3DFOG_NONE: /* Won't happen */
1186 default:
1187 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
1188 stateblock->state.render_states[WINED3DRS_FOGTABLEMODE]);
1192 glEnableWINE(GL_FOG);
1193 checkGLcall("glEnable GL_FOG");
1194 if(new_source != context->fog_source) {
1195 context->fog_source = new_source;
1196 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1200 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1202 if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1203 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1206 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1208 if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1210 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1211 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1212 } else {
1213 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1214 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1218 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1220 float col[4];
1221 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_FOGCOLOR], col);
1222 glFogfv(GL_FOG_COLOR, &col[0]);
1223 checkGLcall("glFog GL_FOG_COLOR");
1226 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1228 union {
1229 DWORD d;
1230 float f;
1231 } tmpvalue;
1232 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGDENSITY];
1233 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1234 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1237 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1239 IWineD3DDeviceImpl *device = stateblock->device;
1240 GLenum Parm = 0;
1242 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1243 * The vertex declaration will call this function if the fixed function pipeline is used.
1246 if(isStateDirty(context, STATE_VDECL)) {
1247 return;
1250 context->num_untracked_materials = 0;
1251 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1252 && stateblock->state.render_states[WINED3DRS_COLORVERTEX])
1254 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1255 stateblock->state.render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
1256 stateblock->state.render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
1257 stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
1258 stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
1260 if (stateblock->state.render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1262 if (stateblock->state.render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1264 Parm = GL_AMBIENT_AND_DIFFUSE;
1265 } else {
1266 Parm = GL_DIFFUSE;
1268 if (stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1270 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1271 context->num_untracked_materials++;
1273 if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1275 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1276 context->num_untracked_materials++;
1279 else if (stateblock->state.render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1281 Parm = GL_AMBIENT;
1282 if (stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1284 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1285 context->num_untracked_materials++;
1287 if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1289 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1290 context->num_untracked_materials++;
1293 else if (stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1295 Parm = GL_EMISSION;
1296 if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1298 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1299 context->num_untracked_materials++;
1302 else if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1304 Parm = GL_SPECULAR;
1308 /* Nothing changed, return. */
1309 if (Parm == context->tracking_parm) return;
1311 if(!Parm) {
1312 glDisable(GL_COLOR_MATERIAL);
1313 checkGLcall("glDisable GL_COLOR_MATERIAL");
1314 } else {
1315 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1316 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1317 glEnable(GL_COLOR_MATERIAL);
1318 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1321 /* Apparently calls to glMaterialfv are ignored for properties we're
1322 * tracking with glColorMaterial, so apply those here. */
1323 switch (context->tracking_parm) {
1324 case GL_AMBIENT_AND_DIFFUSE:
1325 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&device->updateStateBlock->state.material.Ambient);
1326 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&device->updateStateBlock->state.material.Diffuse);
1327 checkGLcall("glMaterialfv");
1328 break;
1330 case GL_DIFFUSE:
1331 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&device->updateStateBlock->state.material.Diffuse);
1332 checkGLcall("glMaterialfv");
1333 break;
1335 case GL_AMBIENT:
1336 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&device->updateStateBlock->state.material.Ambient);
1337 checkGLcall("glMaterialfv");
1338 break;
1340 case GL_EMISSION:
1341 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&device->updateStateBlock->state.material.Emissive);
1342 checkGLcall("glMaterialfv");
1343 break;
1345 case GL_SPECULAR:
1346 /* Only change material color if specular is enabled, otherwise it is set to black */
1347 if (device->stateBlock->state.render_states[WINED3DRS_SPECULARENABLE])
1349 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
1350 (float *)&device->updateStateBlock->state.material.Specular);
1351 checkGLcall("glMaterialfv");
1352 } else {
1353 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1354 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1355 checkGLcall("glMaterialfv");
1357 break;
1360 context->tracking_parm = Parm;
1363 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1365 union {
1366 DWORD d;
1367 WINED3DLINEPATTERN lp;
1368 } tmppattern;
1369 tmppattern.d = stateblock->state.render_states[WINED3DRS_LINEPATTERN];
1371 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1373 if (tmppattern.lp.wRepeatFactor) {
1374 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1375 checkGLcall("glLineStipple(repeat, linepattern)");
1376 glEnable(GL_LINE_STIPPLE);
1377 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1378 } else {
1379 glDisable(GL_LINE_STIPPLE);
1380 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1384 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1386 union {
1387 DWORD d;
1388 float f;
1389 } tmpvalue;
1391 if (stateblock->state.render_states[WINED3DRS_ZBIAS])
1393 tmpvalue.d = stateblock->state.render_states[WINED3DRS_ZBIAS];
1394 TRACE("ZBias value %f\n", tmpvalue.f);
1395 glPolygonOffset(0, -tmpvalue.f);
1396 checkGLcall("glPolygonOffset(0, -Value)");
1397 glEnable(GL_POLYGON_OFFSET_FILL);
1398 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1399 glEnable(GL_POLYGON_OFFSET_LINE);
1400 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1401 glEnable(GL_POLYGON_OFFSET_POINT);
1402 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1403 } else {
1404 glDisable(GL_POLYGON_OFFSET_FILL);
1405 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1406 glDisable(GL_POLYGON_OFFSET_LINE);
1407 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1408 glDisable(GL_POLYGON_OFFSET_POINT);
1409 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1414 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1416 if(isStateDirty(context, STATE_VDECL)) {
1417 return;
1419 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1420 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1421 * by zero and is not properly defined in opengl, so avoid it
1423 if (stateblock->state.render_states[WINED3DRS_NORMALIZENORMALS]
1424 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1426 glEnable(GL_NORMALIZE);
1427 checkGLcall("glEnable(GL_NORMALIZE);");
1428 } else {
1429 glDisable(GL_NORMALIZE);
1430 checkGLcall("glDisable(GL_NORMALIZE);");
1434 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1436 union {
1437 DWORD d;
1438 float f;
1439 } tmpvalue;
1441 tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1442 if (tmpvalue.f != 1.0f)
1444 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1446 tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1447 if (tmpvalue.f != 64.0f)
1449 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1454 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1456 const struct wined3d_gl_info *gl_info = context->gl_info;
1457 union
1459 DWORD d;
1460 float f;
1461 } min, max;
1463 min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1464 max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1466 /* Max point size trumps min point size */
1467 if(min.f > max.f) {
1468 min.f = max.f;
1471 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1472 checkGLcall("glPointParameterfEXT(...)");
1473 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1474 checkGLcall("glPointParameterfEXT(...)");
1477 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1479 const struct wined3d_gl_info *gl_info = context->gl_info;
1480 union
1482 DWORD d;
1483 float f;
1484 } min, max;
1486 min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1487 max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1489 /* Max point size trumps min point size */
1490 if(min.f > max.f) {
1491 min.f = max.f;
1494 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1495 checkGLcall("glPointParameterfARB(...)");
1496 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1497 checkGLcall("glPointParameterfARB(...)");
1500 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1502 const struct wined3d_gl_info *gl_info = context->gl_info;
1503 /* TODO: Group this with the viewport */
1505 * POINTSCALEENABLE controls how point size value is treated. If set to
1506 * true, the point size is scaled with respect to height of viewport.
1507 * When set to false point size is in pixels.
1510 /* Default values */
1511 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1512 union {
1513 DWORD d;
1514 float f;
1515 } pointSize, A, B, C;
1517 pointSize.d = stateblock->state.render_states[WINED3DRS_POINTSIZE];
1518 A.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_A];
1519 B.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_B];
1520 C.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_C];
1522 if (stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1524 GLfloat scaleFactor;
1525 DWORD h = stateblock->state.viewport.Height;
1527 if (pointSize.f < gl_info->limits.pointsize_min)
1529 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1530 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1531 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1532 * are less than 1.0f. scale_factor = 1.0f / point_size.
1534 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1535 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1536 * is 1.0, but then accepts points below that and draws too small points
1538 pointSize.f = gl_info->limits.pointsize_min;
1540 else if(pointSize.f > gl_info->limits.pointsize_max)
1542 /* gl already scales the input to glPointSize,
1543 * d3d scales the result after the point size scale.
1544 * If the point size is bigger than the max size, use the
1545 * scaling to scale it bigger, and set the gl point size to max
1547 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1548 TRACE("scale: %f\n", scaleFactor);
1549 pointSize.f = gl_info->limits.pointsize_max;
1550 } else {
1551 scaleFactor = 1.0f;
1553 scaleFactor = powf(h * scaleFactor, 2);
1555 att[0] = A.f / scaleFactor;
1556 att[1] = B.f / scaleFactor;
1557 att[2] = C.f / scaleFactor;
1560 if (gl_info->supported[ARB_POINT_PARAMETERS])
1562 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1563 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1565 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1567 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1568 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1570 else if(stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1572 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1575 glPointSize(pointSize.f);
1576 checkGLcall("glPointSize(...);");
1579 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1581 WARN("token: %#x\n", stateblock->state.render_states[WINED3DRS_DEBUGMONITORTOKEN]);
1584 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1586 DWORD mask0 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE];
1587 DWORD mask1 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1];
1588 DWORD mask2 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2];
1589 DWORD mask3 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3];
1591 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1592 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1593 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1594 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1595 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1596 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1597 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1598 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1599 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1600 checkGLcall("glColorMask(...)");
1602 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1603 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1605 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1606 mask0, mask1, mask2, mask3);
1607 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1611 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1613 GL_EXTCALL(glColorMaskIndexedEXT(index,
1614 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1615 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1616 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1617 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1620 static void state_colorwrite0(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1622 set_color_mask(context->gl_info, 0, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE]);
1625 static void state_colorwrite1(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1627 set_color_mask(context->gl_info, 1, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1]);
1630 static void state_colorwrite2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1632 set_color_mask(context->gl_info, 2, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2]);
1635 static void state_colorwrite3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1637 set_color_mask(context->gl_info, 3, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3]);
1640 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1642 if (stateblock->state.render_states[WINED3DRS_LOCALVIEWER])
1644 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1645 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1646 } else {
1647 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1648 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1652 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1654 if (stateblock->state.render_states[WINED3DRS_LASTPIXEL])
1656 TRACE("Last Pixel Drawing Enabled\n");
1657 } else {
1658 static BOOL warned;
1659 if (!warned) {
1660 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1661 warned = TRUE;
1662 } else {
1663 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1668 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1670 static BOOL warned;
1672 /* TODO: NV_POINT_SPRITE */
1673 if (!warned && stateblock->state.render_states[WINED3DRS_POINTSPRITEENABLE])
1675 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1676 FIXME("Point sprites not supported\n");
1677 warned = TRUE;
1681 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1683 const struct wined3d_gl_info *gl_info = context->gl_info;
1685 if (stateblock->state.render_states[WINED3DRS_POINTSPRITEENABLE])
1687 static BOOL warned;
1689 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1691 if (use_ps(stateblock) || stateblock->state.lowest_disabled_stage > gl_info->limits.point_sprite_units)
1693 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1694 warned = TRUE;
1698 glEnable(GL_POINT_SPRITE_ARB);
1699 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1700 } else {
1701 glDisable(GL_POINT_SPRITE_ARB);
1702 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1706 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1709 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1710 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1711 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1712 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1714 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1716 if (stateblock->state.render_states[WINED3DRS_WRAP0]
1717 || stateblock->state.render_states[WINED3DRS_WRAP1]
1718 || stateblock->state.render_states[WINED3DRS_WRAP2]
1719 || stateblock->state.render_states[WINED3DRS_WRAP3]
1720 || stateblock->state.render_states[WINED3DRS_WRAP4]
1721 || stateblock->state.render_states[WINED3DRS_WRAP5]
1722 || stateblock->state.render_states[WINED3DRS_WRAP6]
1723 || stateblock->state.render_states[WINED3DRS_WRAP7]
1724 || stateblock->state.render_states[WINED3DRS_WRAP8]
1725 || stateblock->state.render_states[WINED3DRS_WRAP9]
1726 || stateblock->state.render_states[WINED3DRS_WRAP10]
1727 || stateblock->state.render_states[WINED3DRS_WRAP11]
1728 || stateblock->state.render_states[WINED3DRS_WRAP12]
1729 || stateblock->state.render_states[WINED3DRS_WRAP13]
1730 || stateblock->state.render_states[WINED3DRS_WRAP14]
1731 || stateblock->state.render_states[WINED3DRS_WRAP15])
1733 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
1737 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1739 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1740 WARN("Multisample antialiasing not supported by gl\n");
1743 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1745 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1747 glEnable(GL_MULTISAMPLE_ARB);
1748 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1749 } else {
1750 glDisable(GL_MULTISAMPLE_ARB);
1751 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1755 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1757 if (stateblock->state.render_states[WINED3DRS_SCISSORTESTENABLE])
1759 glEnable(GL_SCISSOR_TEST);
1760 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1761 } else {
1762 glDisable(GL_SCISSOR_TEST);
1763 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1767 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1768 * OpenGL the bias is specified in units of "the smallest value that is
1769 * guaranteed to produce a resolvable offset for a given implementation". To
1770 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1771 * There's no practical way to retrieve that value from a given GL
1772 * implementation, but the D3D application has essentially the same problem,
1773 * which makes a guess of 1e-6f seem reasonable here. Note that
1774 * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1775 * need to be scaled. */
1776 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1778 if (stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
1779 || stateblock->state.render_states[WINED3DRS_DEPTHBIAS])
1781 union
1783 DWORD d;
1784 float f;
1785 } scale_bias, const_bias;
1787 scale_bias.d = stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
1788 const_bias.d = stateblock->state.render_states[WINED3DRS_DEPTHBIAS];
1790 glEnable(GL_POLYGON_OFFSET_FILL);
1791 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1793 glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
1794 checkGLcall("glPolygonOffset(...)");
1795 } else {
1796 glDisable(GL_POLYGON_OFFSET_FILL);
1797 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1801 static void state_zvisible(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1803 if (stateblock->state.render_states[WINED3DRS_ZVISIBLE])
1804 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1807 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1809 if (stateblock->state.render_states[WINED3DRS_TEXTUREPERSPECTIVE])
1811 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1812 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1813 } else {
1814 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1815 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1819 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1821 if (stateblock->state.render_states[WINED3DRS_STIPPLEDALPHA])
1822 FIXME(" Stippled Alpha not supported yet.\n");
1825 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1827 if (stateblock->state.render_states[WINED3DRS_ANTIALIAS])
1828 FIXME("Antialias not supported yet.\n");
1831 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1833 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
1834 FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
1835 stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK]);
1838 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1840 if (stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1841 FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
1842 stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE]);
1845 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1847 union {
1848 DWORD d;
1849 float f;
1850 } tmpvalue;
1851 tmpvalue.f = 1.0f;
1853 if (stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1855 static BOOL displayed = FALSE;
1857 tmpvalue.d = stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS];
1858 if(!displayed)
1859 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1861 displayed = TRUE;
1865 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1867 if (stateblock->state.render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1868 FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
1869 stateblock->state.render_states[WINED3DRS_POSITIONDEGREE]);
1872 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1874 if (stateblock->state.render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1875 FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
1876 stateblock->state.render_states[WINED3DRS_NORMALDEGREE]);
1879 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1881 if (stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1882 FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1883 stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1886 static void state_nvdb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1888 union {
1889 DWORD d;
1890 float f;
1891 } zmin, zmax;
1893 const struct wined3d_gl_info *gl_info = context->gl_info;
1895 if (stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1897 zmin.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_Z];
1898 zmax.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_W];
1900 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1901 * In d3d9 test is not performed in this case*/
1902 if (zmin.f <= zmax.f)
1904 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1905 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1906 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1907 checkGLcall("glDepthBoundsEXT(...)");
1909 else {
1910 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1911 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1914 else {
1915 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1916 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1919 state_tessellation(state, stateblock, context);
1922 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1924 if (stateblock->state.render_states[WINED3DRS_WRAPU])
1925 FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
1928 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1930 if (stateblock->state.render_states[WINED3DRS_WRAPV])
1931 FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
1934 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1936 if (stateblock->state.render_states[WINED3DRS_MONOENABLE])
1937 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
1940 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1942 if (stateblock->state.render_states[WINED3DRS_ROP2])
1943 FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
1946 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1948 if (stateblock->state.render_states[WINED3DRS_PLANEMASK])
1949 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
1952 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1954 if (stateblock->state.render_states[WINED3DRS_SUBPIXEL])
1955 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
1958 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1960 if (stateblock->state.render_states[WINED3DRS_SUBPIXELX])
1961 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
1964 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1966 if (stateblock->state.render_states[WINED3DRS_STIPPLEENABLE])
1967 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
1970 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1972 if (stateblock->state.render_states[WINED3DRS_MIPMAPLODBIAS])
1973 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
1976 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1978 if (stateblock->state.render_states[WINED3DRS_ANISOTROPY])
1979 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
1982 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1984 if (stateblock->state.render_states[WINED3DRS_FLUSHBATCH])
1985 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
1988 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1990 if (stateblock->state.render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
1991 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1994 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1996 if (stateblock->state.render_states[WINED3DRS_EXTENTS])
1997 FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
2000 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2002 if (stateblock->state.render_states[WINED3DRS_COLORKEYBLENDENABLE])
2003 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
2006 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2008 if (stateblock->state.render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
2009 FIXME("Software vertex processing not implemented.\n");
2012 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
2013 #if defined (GL_VERSION_1_3)
2014 # define useext(A) A
2015 #elif defined (GL_EXT_texture_env_combine)
2016 # define useext(A) A##_EXT
2017 #elif defined (GL_ARB_texture_env_combine)
2018 # define useext(A) A##_ARB
2019 #endif
2021 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2022 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2023 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2024 * flag specifies the complement of the input should be used. */
2025 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2026 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2028 /* Calculate the operand */
2029 if (complement) {
2030 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2031 else *operand = GL_ONE_MINUS_SRC_COLOR;
2032 } else {
2033 if (from_alpha) *operand = GL_SRC_ALPHA;
2034 else *operand = GL_SRC_COLOR;
2037 /* Calculate the source */
2038 switch (arg & WINED3DTA_SELECTMASK) {
2039 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2040 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2041 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2042 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2043 case WINED3DTA_SPECULAR:
2045 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2046 * 'Secondary color' and isn't supported until base GL supports it
2047 * There is no concept of temp registers as far as I can tell
2049 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2050 *source = GL_TEXTURE;
2051 break;
2052 default:
2053 FIXME("Unrecognized texture arg %#x\n", arg);
2054 *source = GL_TEXTURE;
2055 break;
2059 /* Setup the texture operations texture stage states */
2060 static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
2061 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
2063 const struct wined3d_gl_info *gl_info = context->gl_info;
2064 GLenum src1, src2, src3;
2065 GLenum opr1, opr2, opr3;
2066 GLenum comb_target;
2067 GLenum src0_target, src1_target, src2_target;
2068 GLenum opr0_target, opr1_target, opr2_target;
2069 GLenum scal_target;
2070 GLenum opr=0, invopr, src3_target, opr3_target;
2071 BOOL Handled = FALSE;
2072 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2074 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2076 /* This is called by a state handler which has the gl lock held and a context for the thread */
2078 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
2079 the form (a1 <operation> a2). However, some of the more complex operations
2080 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
2081 in a third parameter called a0. Therefore these are operations of the form
2082 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2084 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2085 functions below, expect their syntax to differ slightly to those listed in the
2086 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2087 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2089 if (isAlpha) {
2090 comb_target = useext(GL_COMBINE_ALPHA);
2091 src0_target = useext(GL_SOURCE0_ALPHA);
2092 src1_target = useext(GL_SOURCE1_ALPHA);
2093 src2_target = useext(GL_SOURCE2_ALPHA);
2094 opr0_target = useext(GL_OPERAND0_ALPHA);
2095 opr1_target = useext(GL_OPERAND1_ALPHA);
2096 opr2_target = useext(GL_OPERAND2_ALPHA);
2097 scal_target = GL_ALPHA_SCALE;
2099 else {
2100 comb_target = useext(GL_COMBINE_RGB);
2101 src0_target = useext(GL_SOURCE0_RGB);
2102 src1_target = useext(GL_SOURCE1_RGB);
2103 src2_target = useext(GL_SOURCE2_RGB);
2104 opr0_target = useext(GL_OPERAND0_RGB);
2105 opr1_target = useext(GL_OPERAND1_RGB);
2106 opr2_target = useext(GL_OPERAND2_RGB);
2107 scal_target = useext(GL_RGB_SCALE);
2110 /* If a texture stage references an invalid texture unit the stage just
2111 * passes through the result from the previous stage */
2112 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
2113 arg1 = WINED3DTA_CURRENT;
2114 op = WINED3DTOP_SELECTARG1;
2117 if (isAlpha && !This->stateBlock->state.textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2119 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2120 } else {
2121 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2123 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2124 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2126 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2128 Handled = TRUE; /* Assume will be handled */
2130 /* Other texture operations require special extensions: */
2131 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2133 if (isAlpha) {
2134 opr = GL_SRC_ALPHA;
2135 invopr = GL_ONE_MINUS_SRC_ALPHA;
2136 src3_target = GL_SOURCE3_ALPHA_NV;
2137 opr3_target = GL_OPERAND3_ALPHA_NV;
2138 } else {
2139 opr = GL_SRC_COLOR;
2140 invopr = GL_ONE_MINUS_SRC_COLOR;
2141 src3_target = GL_SOURCE3_RGB_NV;
2142 opr3_target = GL_OPERAND3_RGB_NV;
2144 switch (op) {
2145 case WINED3DTOP_DISABLE: /* Only for alpha */
2146 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2147 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2148 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2149 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2150 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2151 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2152 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2153 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2154 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2155 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2156 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2157 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2158 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2159 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2160 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2161 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2162 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2163 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2164 break;
2165 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2166 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2167 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2168 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2169 if (op == WINED3DTOP_SELECTARG1) {
2170 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2171 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2172 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2173 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2174 } else {
2175 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2176 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2177 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2178 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2180 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2181 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2182 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2183 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2184 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2185 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2186 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2187 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2188 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2189 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2190 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2191 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2192 break;
2194 case WINED3DTOP_MODULATE:
2195 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2196 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2197 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2198 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2199 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2200 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2201 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2202 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2203 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2204 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2205 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2206 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2207 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2208 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2209 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2210 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2211 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2212 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2213 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2214 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2215 break;
2216 case WINED3DTOP_MODULATE2X:
2217 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2218 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2219 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2220 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2221 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2222 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2223 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2224 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2225 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2226 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2227 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2228 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2229 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2230 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2231 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2232 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2233 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2234 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2235 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2236 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2237 break;
2238 case WINED3DTOP_MODULATE4X:
2239 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2240 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2241 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2242 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2243 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2244 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2245 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2246 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2247 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2248 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2249 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2250 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2251 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2252 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2253 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2254 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2255 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2256 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2257 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2258 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2259 break;
2261 case WINED3DTOP_ADD:
2262 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2263 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2264 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2265 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2266 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2267 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2268 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2269 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2270 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2271 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2272 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2273 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2274 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2275 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2276 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2277 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2278 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2279 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2280 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2281 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2282 break;
2284 case WINED3DTOP_ADDSIGNED:
2285 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2286 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2287 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2288 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2289 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2290 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2291 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2292 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2293 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2294 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2295 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2296 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2297 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2298 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2299 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2300 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2301 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2302 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2303 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2304 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2305 break;
2307 case WINED3DTOP_ADDSIGNED2X:
2308 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2309 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2310 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2311 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2312 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2313 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2314 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2315 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2316 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2317 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2318 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2319 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2320 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2321 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2322 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2323 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2324 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2325 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2326 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2327 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2328 break;
2330 case WINED3DTOP_ADDSMOOTH:
2331 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2332 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2333 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2334 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2335 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2336 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2337 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2338 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2339 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2340 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2341 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2342 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2343 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2344 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2345 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2346 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2347 switch (opr1) {
2348 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2349 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2350 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2351 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2353 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2354 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2355 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2356 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2357 break;
2359 case WINED3DTOP_BLENDDIFFUSEALPHA:
2360 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2361 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2362 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2363 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2364 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2365 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2366 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2367 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2368 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2369 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2370 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2371 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2372 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2373 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2374 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2375 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2376 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2377 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2378 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2379 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2380 break;
2381 case WINED3DTOP_BLENDTEXTUREALPHA:
2382 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2383 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2384 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2385 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2386 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2387 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2388 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2389 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2390 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2391 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2392 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2393 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2394 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2395 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2396 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2397 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2398 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2399 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2400 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2401 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2402 break;
2403 case WINED3DTOP_BLENDFACTORALPHA:
2404 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2405 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2406 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2407 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2408 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2409 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2410 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2411 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2412 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2413 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2414 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2415 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2416 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2417 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2418 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2419 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2420 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2421 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2422 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2423 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2424 break;
2425 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2426 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2427 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2428 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2429 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2430 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2431 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2432 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2433 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2434 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2435 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2436 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2437 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2438 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2439 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2440 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2441 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2442 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2443 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2444 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2445 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2446 break;
2447 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2448 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2449 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2450 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2451 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2452 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2453 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2454 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2455 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2456 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2457 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2458 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2459 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2460 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2461 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2462 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2463 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2464 switch (opr) {
2465 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2466 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2468 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2469 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2470 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2471 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2472 break;
2473 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2474 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2475 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2476 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2477 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2478 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2479 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2480 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2481 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2482 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2483 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2484 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2485 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2486 switch (opr1) {
2487 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2488 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2490 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2491 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2492 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2493 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2494 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2495 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2496 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2497 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2498 break;
2499 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2500 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2501 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2502 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2503 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2504 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2505 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2506 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2507 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2508 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2509 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2510 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2511 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2512 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2513 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2514 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2515 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2516 switch (opr1) {
2517 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2518 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2519 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2520 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2522 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2523 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2524 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2525 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2526 break;
2527 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2528 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2529 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2530 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2531 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2532 switch (opr1) {
2533 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2534 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2535 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2536 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2538 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2539 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2540 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2541 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2542 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2543 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2544 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2545 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2546 switch (opr1) {
2547 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2548 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2550 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2551 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2552 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2553 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2554 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2555 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2556 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2557 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2558 break;
2559 case WINED3DTOP_MULTIPLYADD:
2560 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2561 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2562 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2563 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2564 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2565 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2566 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2567 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2568 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2569 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2570 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2571 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2572 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2573 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2574 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2575 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2576 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2577 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2578 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2579 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2580 break;
2582 case WINED3DTOP_BUMPENVMAP:
2586 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2587 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2589 default:
2590 Handled = FALSE;
2592 if (Handled) {
2593 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2594 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2596 return;
2598 } /* GL_NV_texture_env_combine4 */
2600 Handled = TRUE; /* Again, assume handled */
2601 switch (op) {
2602 case WINED3DTOP_DISABLE: /* Only for alpha */
2603 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2604 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2605 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2606 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2607 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2608 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2609 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2610 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2611 break;
2612 case WINED3DTOP_SELECTARG1:
2613 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2614 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2615 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2616 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2617 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2618 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2619 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2620 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2621 break;
2622 case WINED3DTOP_SELECTARG2:
2623 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2624 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2625 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2626 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2627 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2628 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2629 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2630 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2631 break;
2632 case WINED3DTOP_MODULATE:
2633 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2634 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2635 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2636 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2637 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2638 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2639 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2640 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2641 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2642 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2643 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2644 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2645 break;
2646 case WINED3DTOP_MODULATE2X:
2647 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2648 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2649 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2650 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2651 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2652 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2653 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2654 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2655 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2656 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2657 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2658 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2659 break;
2660 case WINED3DTOP_MODULATE4X:
2661 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2662 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2663 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2664 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2665 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2666 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2667 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2668 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2669 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2670 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2671 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2672 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2673 break;
2674 case WINED3DTOP_ADD:
2675 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2676 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2677 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2678 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2679 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2680 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2681 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2682 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2683 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2684 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2685 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2686 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2687 break;
2688 case WINED3DTOP_ADDSIGNED:
2689 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2690 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2691 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2692 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2693 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2694 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2695 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2696 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2697 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2698 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2699 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2700 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2701 break;
2702 case WINED3DTOP_ADDSIGNED2X:
2703 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2704 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2705 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2706 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2707 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2708 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2709 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2710 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2711 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2712 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2713 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2714 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2715 break;
2716 case WINED3DTOP_SUBTRACT:
2717 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2719 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2720 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2721 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2722 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2723 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2724 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2725 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2726 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2727 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2728 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2729 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2730 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2731 } else {
2732 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2734 break;
2736 case WINED3DTOP_BLENDDIFFUSEALPHA:
2737 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2738 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2739 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2740 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2741 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2742 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2743 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2744 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2745 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2746 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2747 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2748 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2749 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2750 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2751 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2752 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2753 break;
2754 case WINED3DTOP_BLENDTEXTUREALPHA:
2755 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2756 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2757 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2758 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2759 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2760 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2761 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2762 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2763 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2764 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2765 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2766 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2767 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2768 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2769 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2770 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2771 break;
2772 case WINED3DTOP_BLENDFACTORALPHA:
2773 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2774 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2775 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2776 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2777 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2778 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2779 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2780 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2781 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2782 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2783 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2784 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2785 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2786 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2787 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2788 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2789 break;
2790 case WINED3DTOP_BLENDCURRENTALPHA:
2791 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2792 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2793 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2794 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2795 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2796 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2797 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2798 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2799 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2800 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2801 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2802 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2803 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2804 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2805 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2806 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2807 break;
2808 case WINED3DTOP_DOTPRODUCT3:
2809 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2811 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2812 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2814 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2816 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2817 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2818 } else {
2819 FIXME("This version of opengl does not support GL_DOT3\n");
2821 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2822 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2823 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2824 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2825 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2826 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2827 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2828 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2829 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2830 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2831 break;
2832 case WINED3DTOP_LERP:
2833 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2834 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2835 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2836 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2837 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2838 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2839 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2840 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2841 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2842 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2843 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2844 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2845 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2846 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2847 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2848 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2849 break;
2850 case WINED3DTOP_ADDSMOOTH:
2851 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2853 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2854 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2855 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2856 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2857 switch (opr1) {
2858 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2859 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2860 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2861 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2863 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2864 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2865 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2866 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2867 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2868 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2869 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2870 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2871 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2872 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2873 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2874 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2875 } else
2876 Handled = FALSE;
2877 break;
2878 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2879 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2881 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2882 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2883 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2884 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2885 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2886 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2887 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2888 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2889 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2890 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2891 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2892 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2893 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2894 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2895 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2896 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2897 } else
2898 Handled = FALSE;
2899 break;
2900 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2901 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2903 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2904 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2905 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2906 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2907 switch (opr1) {
2908 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2909 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2910 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2911 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2913 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2914 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2915 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2916 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2917 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2918 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2919 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2920 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2921 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2922 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2923 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2924 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2925 } else
2926 Handled = FALSE;
2927 break;
2928 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2929 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2931 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2932 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2933 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2934 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2935 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2936 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2937 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2938 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2939 switch (opr1) {
2940 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2941 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2942 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2943 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2945 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2946 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2947 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2948 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2949 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2950 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2951 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2952 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2953 } else
2954 Handled = FALSE;
2955 break;
2956 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2957 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2959 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2960 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2961 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2962 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2963 switch (opr1) {
2964 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2965 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2966 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2967 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2969 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2970 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2971 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2972 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2973 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2974 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2975 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2976 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2977 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2978 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2979 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2980 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2981 } else
2982 Handled = FALSE;
2983 break;
2984 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2985 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2987 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2988 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2989 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2990 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2991 switch (opr1) {
2992 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2993 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2994 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2995 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2997 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2998 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2999 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3000 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3001 switch (opr1) {
3002 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3003 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3004 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3005 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3007 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3008 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3009 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3010 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3011 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3012 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3013 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3014 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3015 } else
3016 Handled = FALSE;
3017 break;
3018 case WINED3DTOP_MULTIPLYADD:
3019 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3021 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3022 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3023 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3024 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3025 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3026 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3027 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3028 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3029 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3030 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3031 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3032 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3033 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3034 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3035 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3036 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3037 } else
3038 Handled = FALSE;
3039 break;
3040 case WINED3DTOP_BUMPENVMAPLUMINANCE:
3041 case WINED3DTOP_BUMPENVMAP:
3042 if (gl_info->supported[NV_TEXTURE_SHADER2])
3044 /* Technically texture shader support without register combiners is possible, but not expected to occur
3045 * on real world cards, so for now a fixme should be enough
3047 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3049 default:
3050 Handled = FALSE;
3053 if (Handled) {
3054 BOOL combineOK = TRUE;
3055 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3057 DWORD op2;
3059 if (isAlpha)
3060 op2 = This->stateBlock->state.texture_states[Stage][WINED3DTSS_COLOROP];
3061 else
3062 op2 = This->stateBlock->state.texture_states[Stage][WINED3DTSS_ALPHAOP];
3064 /* Note: If COMBINE4 in effect can't go back to combine! */
3065 switch (op2) {
3066 case WINED3DTOP_ADDSMOOTH:
3067 case WINED3DTOP_BLENDTEXTUREALPHAPM:
3068 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
3069 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
3070 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
3071 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
3072 case WINED3DTOP_MULTIPLYADD:
3073 /* Ignore those implemented in both cases */
3074 switch (op) {
3075 case WINED3DTOP_SELECTARG1:
3076 case WINED3DTOP_SELECTARG2:
3077 combineOK = FALSE;
3078 Handled = FALSE;
3079 break;
3080 default:
3081 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3082 return;
3087 if (combineOK) {
3088 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
3089 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
3091 return;
3095 /* After all the extensions, if still unhandled, report fixme */
3096 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3100 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3102 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3103 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3104 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3105 const struct wined3d_gl_info *gl_info = context->gl_info;
3107 TRACE("Setting color op for stage %d\n", stage);
3109 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3110 if (use_ps(stateblock)) return;
3112 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3114 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3116 if (tex_used && mapped_stage >= gl_info->limits.textures)
3118 FIXME("Attempt to enable unsupported stage!\n");
3119 return;
3121 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3122 checkGLcall("glActiveTextureARB");
3125 if (stage >= stateblock->state.lowest_disabled_stage)
3127 TRACE("Stage disabled\n");
3128 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3130 /* Disable everything here */
3131 glDisable(GL_TEXTURE_2D);
3132 checkGLcall("glDisable(GL_TEXTURE_2D)");
3133 glDisable(GL_TEXTURE_3D);
3134 checkGLcall("glDisable(GL_TEXTURE_3D)");
3135 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3137 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3138 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3140 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3142 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3143 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3146 /* All done */
3147 return;
3150 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3151 * if the sampler for this stage is dirty
3153 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3154 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3157 set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
3158 stateblock->state.texture_states[stage][WINED3DTSS_COLOROP],
3159 stateblock->state.texture_states[stage][WINED3DTSS_COLORARG1],
3160 stateblock->state.texture_states[stage][WINED3DTSS_COLORARG2],
3161 stateblock->state.texture_states[stage][WINED3DTSS_COLORARG0]);
3164 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3166 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3167 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3168 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3169 const struct wined3d_gl_info *gl_info = context->gl_info;
3170 DWORD op, arg1, arg2, arg0;
3172 TRACE("Setting alpha op for stage %d\n", stage);
3173 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3174 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3176 if (tex_used && mapped_stage >= gl_info->limits.textures)
3178 FIXME("Attempt to enable unsupported stage!\n");
3179 return;
3181 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3182 checkGLcall("glActiveTextureARB");
3185 op = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAOP];
3186 arg1 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG1];
3187 arg2 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG2];
3188 arg0 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG0];
3190 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->state.textures[0])
3192 IWineD3DBaseTextureImpl *texture = stateblock->state.textures[0];
3193 GLenum texture_dimensions = texture->baseTexture.target;
3195 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3197 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
3199 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3201 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3202 * properly. On the other hand applications can still use texture combiners apparently. This code
3203 * takes care that apps cannot remove the texture's alpha channel entirely.
3205 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3206 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3207 * and alpha component of diffuse color to draw things like translucent text and perform other
3208 * blending effects.
3210 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3211 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3212 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3213 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3214 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3215 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3216 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3217 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3218 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3219 * alpha.
3221 * What to do with multitexturing? So far no app has been found that uses color keying with
3222 * multitexturing */
3223 if (op == WINED3DTOP_DISABLE)
3225 arg1 = WINED3DTA_TEXTURE;
3226 op = WINED3DTOP_SELECTARG1;
3228 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3230 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3232 arg2 = WINED3DTA_TEXTURE;
3233 op = WINED3DTOP_MODULATE;
3235 else arg1 = WINED3DTA_TEXTURE;
3237 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3239 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3241 arg1 = WINED3DTA_TEXTURE;
3242 op = WINED3DTOP_MODULATE;
3244 else arg2 = WINED3DTA_TEXTURE;
3250 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3251 * this if block here, and the other code(color keying, texture unit selection) are the same
3253 TRACE("Setting alpha op for stage %d\n", stage);
3254 if (gl_info->supported[NV_REGISTER_COMBINERS])
3256 set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
3257 mapped_stage, stateblock->state.texture_states[stage][WINED3DTSS_RESULTARG]);
3259 else
3261 set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
3265 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3267 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3268 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3269 const struct wined3d_gl_info *gl_info = context->gl_info;
3270 BOOL generated;
3271 int coordIdx;
3273 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3274 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3276 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3277 return;
3280 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3281 if (mapped_stage >= gl_info->limits.textures) return;
3283 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3284 checkGLcall("glActiveTextureARB");
3285 generated = (stateblock->state.texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3286 != WINED3DTSS_TCI_PASSTHRU;
3287 coordIdx = min(stateblock->state.texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3289 set_texture_matrix(&stateblock->state.transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3290 stateblock->state.texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3291 generated, context->last_was_rhw,
3292 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3293 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3294 : WINED3DFMT_UNKNOWN,
3295 stateblock->device->frag_pipe->ffp_proj_control);
3297 /* The sampler applying function calls us if this changes */
3298 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->state.textures[texUnit])
3300 if(generated) {
3301 FIXME("Non-power2 texture being used with generated texture coords\n");
3303 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3304 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3305 if (!use_ps(stateblock)) {
3306 TRACE("Non power two matrix multiply fixup\n");
3307 glMultMatrixf(stateblock->state.textures[texUnit]->baseTexture.pow2Matrix);
3312 static void unloadTexCoords(const struct wined3d_gl_info *gl_info)
3314 unsigned int texture_idx;
3316 for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx)
3318 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3319 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3323 static void loadTexCoords(const struct wined3d_gl_info *gl_info, IWineD3DStateBlockImpl *stateblock,
3324 const struct wined3d_stream_info *si, GLuint *curVBO)
3326 unsigned int mapped_stage = 0;
3327 unsigned int textureNo = 0;
3329 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3331 int coordIdx = stateblock->state.texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3333 mapped_stage = stateblock->device->texUnitMap[textureNo];
3334 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3336 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3338 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3339 const struct wined3d_stream_state *stream = &stateblock->state.streams[e->stream_idx];
3341 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3342 textureNo, mapped_stage, coordIdx, e->data);
3344 if (*curVBO != e->buffer_object)
3346 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3347 checkGLcall("glBindBufferARB");
3348 *curVBO = e->buffer_object;
3351 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3352 checkGLcall("glClientActiveTextureARB");
3354 /* The coords to supply depend completely on the fvf / vertex shader */
3355 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3356 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
3357 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3358 } else {
3359 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3362 if (gl_info->supported[NV_REGISTER_COMBINERS])
3364 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3365 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3367 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3371 checkGLcall("loadTexCoords");
3374 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3376 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3377 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3378 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3379 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3380 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3381 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3382 const struct wined3d_gl_info *gl_info = context->gl_info;
3384 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3386 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3387 return;
3390 if (mapped_stage >= gl_info->limits.fragment_samplers)
3392 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3393 return;
3395 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3396 checkGLcall("glActiveTextureARB");
3398 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3400 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3401 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3402 * means use the vertex position (camera-space) as the input texture coordinates
3403 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3404 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3405 * to the TEXCOORDINDEX value
3407 switch (stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3409 case WINED3DTSS_TCI_PASSTHRU:
3410 /* Use the specified texture coordinates contained within the
3411 * vertex format. This value resolves to zero. */
3412 glDisable(GL_TEXTURE_GEN_S);
3413 glDisable(GL_TEXTURE_GEN_T);
3414 glDisable(GL_TEXTURE_GEN_R);
3415 glDisable(GL_TEXTURE_GEN_Q);
3416 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3417 break;
3419 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3420 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3421 * as the input texture coordinates for this stage's texture transformation. This
3422 * equates roughly to EYE_LINEAR */
3424 glMatrixMode(GL_MODELVIEW);
3425 glPushMatrix();
3426 glLoadIdentity();
3427 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3428 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3429 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3430 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3431 glPopMatrix();
3432 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3434 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3435 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3436 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3437 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3439 glEnable(GL_TEXTURE_GEN_S);
3440 glEnable(GL_TEXTURE_GEN_T);
3441 glEnable(GL_TEXTURE_GEN_R);
3442 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3444 break;
3446 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3447 /* Note that NV_TEXGEN_REFLECTION support is implied when
3448 * ARB_TEXTURE_CUBE_MAP is supported */
3449 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3451 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3452 break;
3455 glMatrixMode(GL_MODELVIEW);
3456 glPushMatrix();
3457 glLoadIdentity();
3458 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3459 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3460 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3461 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3462 glPopMatrix();
3463 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3465 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3466 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3467 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3468 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3470 glEnable(GL_TEXTURE_GEN_S);
3471 glEnable(GL_TEXTURE_GEN_T);
3472 glEnable(GL_TEXTURE_GEN_R);
3473 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3475 break;
3477 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3478 /* Note that NV_TEXGEN_REFLECTION support is implied when
3479 * ARB_TEXTURE_CUBE_MAP is supported */
3480 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3482 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3483 break;
3486 glMatrixMode(GL_MODELVIEW);
3487 glPushMatrix();
3488 glLoadIdentity();
3489 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3490 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3491 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3492 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3493 glPopMatrix();
3494 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3496 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3497 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3498 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3499 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3501 glEnable(GL_TEXTURE_GEN_S);
3502 glEnable(GL_TEXTURE_GEN_T);
3503 glEnable(GL_TEXTURE_GEN_R);
3504 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3506 break;
3508 case WINED3DTSS_TCI_SPHEREMAP:
3509 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3510 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3511 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3513 glEnable(GL_TEXTURE_GEN_S);
3514 glEnable(GL_TEXTURE_GEN_T);
3515 glDisable(GL_TEXTURE_GEN_R);
3516 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3518 break;
3520 default:
3521 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3522 stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3523 glDisable(GL_TEXTURE_GEN_S);
3524 glDisable(GL_TEXTURE_GEN_T);
3525 glDisable(GL_TEXTURE_GEN_R);
3526 glDisable(GL_TEXTURE_GEN_Q);
3527 checkGLcall("Disable texgen.");
3529 break;
3532 /* Update the texture matrix */
3533 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3534 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3537 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3538 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3539 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3540 * and do all the things linked to it
3541 * TODO: Tidy that up to reload only the arrays of the changed unit
3543 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3545 unloadTexCoords(gl_info);
3546 loadTexCoords(gl_info, stateblock, &stateblock->device->strided_streams, &curVBO);
3550 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3552 IWineD3DDeviceImpl *device = stateblock->device;
3554 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3555 * has an update pending
3557 if(isStateDirty(context, STATE_VDECL) ||
3558 isStateDirty(context, STATE_PIXELSHADER)) {
3559 return;
3562 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3565 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3567 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3568 IWineD3DPixelShaderImpl *ps = stateblock->state.pixel_shader;
3570 if (ps && stage && (ps->baseShader.reg_maps.luminanceparams & (1 << stage)))
3572 /* The pixel shader has to know the luminance scale. Do a constants update if it
3573 * isn't scheduled anyway
3575 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3576 !isStateDirty(context, STATE_PIXELSHADER)) {
3577 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3582 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3584 const DWORD sampler = state - STATE_SAMPLER(0);
3585 IWineD3DBaseTextureImpl *texture = stateblock->state.textures[sampler];
3587 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3589 if(!texture) return;
3590 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3591 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3592 * scaling is reapplied or removed, the texture matrix has to be reapplied
3594 * The mapped stage is already active because the sampler() function below, which is part of the
3595 * misc pipeline
3597 if(sampler < MAX_TEXTURES) {
3598 const BOOL texIsPow2 = !texture->baseTexture.pow2Matrix_identity;
3600 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3602 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3603 else context->lastWasPow2Texture &= ~(1 << sampler);
3604 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3605 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3610 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3612 DWORD sampler = state - STATE_SAMPLER(0);
3613 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3614 const struct wined3d_gl_info *gl_info = context->gl_info;
3615 union {
3616 float f;
3617 DWORD d;
3618 } tmpvalue;
3620 TRACE("Sampler: %d\n", sampler);
3621 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3622 * only has to bind textures and set the per texture states
3625 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3627 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3628 return;
3631 if (mapped_stage >= gl_info->limits.combined_samplers)
3633 return;
3635 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3636 checkGLcall("glActiveTextureARB");
3638 if (stateblock->state.textures[sampler])
3640 IWineD3DBaseTexture *texture = (IWineD3DBaseTexture *)stateblock->state.textures[sampler];
3641 BOOL srgb = stateblock->state.sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3643 IWineD3DBaseTexture_BindTexture(texture, srgb);
3644 basetexture_apply_state_changes(texture,
3645 stateblock->state.texture_states[sampler],
3646 stateblock->state.sampler_states[sampler], gl_info);
3648 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3650 tmpvalue.d = stateblock->state.sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3651 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3652 GL_TEXTURE_LOD_BIAS_EXT,
3653 tmpvalue.f);
3654 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3657 if (!use_ps(stateblock) && sampler < stateblock->state.lowest_disabled_stage)
3659 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3661 /* If color keying is enabled update the alpha test, it depends on the existence
3662 * of a color key in stage 0
3664 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3668 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3669 if (!stateblock->state.textures[sampler]->baseTexture.pow2Matrix_identity)
3671 IWineD3DDeviceImpl *d3ddevice = stateblock->device;
3672 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3673 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3676 else if (mapped_stage < gl_info->limits.textures)
3678 if (sampler < stateblock->state.lowest_disabled_stage)
3680 /* TODO: What should I do with pixel shaders here ??? */
3681 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3683 /* If color keying is enabled update the alpha test, it depends on the existence
3684 * of a color key in stage 0
3686 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3688 } /* Otherwise tex_colorop disables the stage */
3689 glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
3690 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3694 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3696 IWineD3DDeviceImpl *device = stateblock->device;
3697 BOOL use_pshader = use_ps(stateblock);
3698 BOOL use_vshader = use_vs(stateblock);
3699 unsigned int i;
3701 if (use_pshader) {
3702 if(!context->last_was_pshader) {
3703 /* Former draw without a pixel shader, some samplers
3704 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3705 * make sure to enable them
3707 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3708 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3709 sampler(STATE_SAMPLER(i), stateblock, context);
3712 context->last_was_pshader = TRUE;
3713 } else {
3714 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3715 * if a different texture was bound. I don't have to do anything.
3718 } else {
3719 /* Disabled the pixel shader - color ops weren't applied
3720 * while it was enabled, so re-apply them. */
3721 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3723 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3724 stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3726 context->last_was_pshader = FALSE;
3729 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3730 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3732 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3733 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3738 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3740 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3741 IWineD3DPixelShaderImpl *ps = stateblock->state.pixel_shader;
3743 if (ps && stage && (ps->baseShader.reg_maps.bumpmat & (1 << stage)))
3745 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3746 * anyway
3748 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3749 !isStateDirty(context, STATE_PIXELSHADER)) {
3750 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3755 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3757 /* This function is called by transform_view below if the view matrix was changed too
3759 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3760 * does not always update the world matrix, only on a switch between transformed
3761 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3762 * draw, but that should be rather rare and cheaper in total.
3764 glMatrixMode(GL_MODELVIEW);
3765 checkGLcall("glMatrixMode");
3767 if(context->last_was_rhw) {
3768 glLoadIdentity();
3769 checkGLcall("glLoadIdentity()");
3770 } else {
3771 /* In the general case, the view matrix is the identity matrix */
3772 if (stateblock->device->view_ident)
3774 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3775 checkGLcall("glLoadMatrixf");
3777 else
3779 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3780 checkGLcall("glLoadMatrixf");
3781 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3782 checkGLcall("glMultMatrixf");
3787 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3789 UINT index = state - STATE_CLIPPLANE(0);
3791 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3793 return;
3796 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3797 if(!use_vs(stateblock)) {
3798 glMatrixMode(GL_MODELVIEW);
3799 glPushMatrix();
3800 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3802 else
3804 /* with vertex shaders, clip planes are not transformed in direct3d,
3805 * in OpenGL they are still transformed by the model view.
3806 * Use this to swap the y coordinate if necessary
3808 glMatrixMode(GL_MODELVIEW);
3809 glPushMatrix();
3810 glLoadIdentity();
3811 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3814 TRACE("Clipplane [%f,%f,%f,%f]\n",
3815 stateblock->state.clip_planes[index][0],
3816 stateblock->state.clip_planes[index][1],
3817 stateblock->state.clip_planes[index][2],
3818 stateblock->state.clip_planes[index][3]);
3819 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->state.clip_planes[index]);
3820 checkGLcall("glClipPlane");
3822 glPopMatrix();
3825 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3827 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3828 GLenum glMat;
3829 TRACE("Setting world matrix %d\n", matrix);
3831 if (matrix >= context->gl_info->limits.blends)
3833 WARN("Unsupported blend matrix set\n");
3834 return;
3835 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3836 return;
3839 /* GL_MODELVIEW0_ARB: 0x1700
3840 * GL_MODELVIEW1_ARB: 0x850a
3841 * GL_MODELVIEW2_ARB: 0x8722
3842 * GL_MODELVIEW3_ARB: 0x8723
3843 * etc
3844 * GL_MODELVIEW31_ARB: 0x873F
3846 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3847 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3849 glMatrixMode(glMat);
3850 checkGLcall("glMatrixMode(glMat)");
3852 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3853 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3855 if (stateblock->device->view_ident)
3857 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3858 checkGLcall("glLoadMatrixf");
3860 else
3862 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3863 checkGLcall("glLoadMatrixf");
3864 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3865 checkGLcall("glMultMatrixf");
3869 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3871 WINED3DVERTEXBLENDFLAGS f = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3872 static unsigned int once;
3874 if (f == WINED3DVBF_DISABLE) return;
3876 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3877 else WARN("Vertex blend flags %#x not supported.\n", f);
3880 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3882 WINED3DVERTEXBLENDFLAGS val = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3883 const struct wined3d_gl_info *gl_info = context->gl_info;
3884 static unsigned int once;
3886 switch(val) {
3887 case WINED3DVBF_1WEIGHTS:
3888 case WINED3DVBF_2WEIGHTS:
3889 case WINED3DVBF_3WEIGHTS:
3890 glEnable(GL_VERTEX_BLEND_ARB);
3891 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3893 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3894 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3896 GL_EXTCALL(glVertexBlendARB(stateblock->state.render_states[WINED3DRS_VERTEXBLEND] + 1));
3898 if (!stateblock->device->vertexBlendUsed)
3900 unsigned int i;
3901 for (i = 1; i < gl_info->limits.blends; ++i)
3903 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3905 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3908 stateblock->device->vertexBlendUsed = TRUE;
3910 break;
3912 case WINED3DVBF_TWEENING:
3913 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3914 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3915 else WARN("Vertex blend flags %#x not supported.\n", val);
3916 /* Fall through. */
3917 case WINED3DVBF_DISABLE:
3918 glDisable(GL_VERTEX_BLEND_ARB);
3919 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3920 break;
3924 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3926 const struct wined3d_gl_info *gl_info = context->gl_info;
3927 const struct wined3d_light_info *light = NULL;
3928 unsigned int k;
3930 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3931 * NOTE: We have to reset the positions even if the light/plane is not currently
3932 * enabled, since the call to enable it will not reset the position.
3933 * NOTE2: Apparently texture transforms do NOT need reapplying
3936 glMatrixMode(GL_MODELVIEW);
3937 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3938 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3939 checkGLcall("glLoadMatrixf(...)");
3941 /* Reset lights. TODO: Call light apply func */
3942 for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3944 light = stateblock->state.lights[k];
3945 if(!light) continue;
3946 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3947 checkGLcall("glLightfv posn");
3948 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3949 checkGLcall("glLightfv dirn");
3952 /* Reset Clipping Planes */
3953 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3955 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3956 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3960 if(context->last_was_rhw) {
3961 glLoadIdentity();
3962 checkGLcall("glLoadIdentity()");
3963 /* No need to update the world matrix, the identity is fine */
3964 return;
3967 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3968 * No need to do it here if the state is scheduled for update.
3970 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3971 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3974 /* Avoid looping over a number of matrices if the app never used the functionality */
3975 if (stateblock->device->vertexBlendUsed)
3977 for (k = 1; k < gl_info->limits.blends; ++k)
3979 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3980 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3986 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3988 glMatrixMode(GL_PROJECTION);
3989 checkGLcall("glMatrixMode(GL_PROJECTION)");
3990 glLoadIdentity();
3991 checkGLcall("glLoadIdentity");
3993 if (context->last_was_rhw)
3995 double x = stateblock->state.viewport.X;
3996 double y = stateblock->state.viewport.Y;
3997 double w = stateblock->state.viewport.Width;
3998 double h = stateblock->state.viewport.Height;
4000 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
4001 if (context->render_offscreen)
4002 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
4003 else
4004 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
4005 checkGLcall("glOrtho");
4007 /* D3D texture coordinates are flipped compared to OpenGL ones, so
4008 * render everything upside down when rendering offscreen. */
4009 if (context->render_offscreen)
4011 glScalef(1.0f, -1.0f, 1.0f);
4012 checkGLcall("glScalef");
4015 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
4016 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
4017 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
4019 else
4021 /* The rule is that the window coordinate 0 does not correspond to the
4022 beginning of the first pixel, but the center of the first pixel.
4023 As a consequence if you want to correctly draw one line exactly from
4024 the left to the right end of the viewport (with all matrices set to
4025 be identity), the x coords of both ends of the line would be not
4026 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
4027 instead.
4029 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
4030 divide by the Width/Height, so we need the half range(1.0) to translate by
4031 half a pixel.
4033 The other fun is that d3d's output z range after the transformation is [0;1],
4034 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
4035 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
4036 of Z buffer precision and the clear values do not match in the z test. Thus scale
4037 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
4041 * Careful with the order of operations here, we're essentially working backwards:
4042 * x = x + 1/w;
4043 * y = (y - 1/h) * flip;
4044 * z = z * 2 - 1;
4046 * Becomes:
4047 * glTranslatef(0.0, 0.0, -1.0);
4048 * glScalef(1.0, 1.0, 2.0);
4050 * glScalef(1.0, flip, 1.0);
4051 * glTranslatef(1/w, -1/h, 0.0);
4053 * This is equivalent to:
4054 * glTranslatef(1/w, -flip/h, -1.0)
4055 * glScalef(1.0, flip, 2.0);
4058 /* Translate by slightly less than a half pixel to force a top-left
4059 * filling convention. We want the difference to be large enough that
4060 * it doesn't get lost due to rounding inside the driver, but small
4061 * enough to prevent it from interfering with any anti-aliasing. */
4062 GLfloat xoffset = (63.0f / 64.0f) / stateblock->state.viewport.Width;
4063 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
4065 if (context->render_offscreen)
4067 /* D3D texture coordinates are flipped compared to OpenGL ones, so
4068 * render everything upside down when rendering offscreen. */
4069 glTranslatef(xoffset, -yoffset, -1.0f);
4070 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
4071 glScalef(1.0f, -1.0f, 2.0f);
4072 } else {
4073 glTranslatef(xoffset, yoffset, -1.0f);
4074 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
4075 glScalef(1.0f, 1.0f, 2.0f);
4077 checkGLcall("glScalef");
4079 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_PROJECTION].u.m[0][0]);
4080 checkGLcall("glLoadMatrixf");
4084 /* This should match any arrays loaded in loadVertexData.
4085 * TODO: Only load / unload arrays if we have to.
4087 static inline void unloadVertexData(const struct wined3d_gl_info *gl_info)
4089 glDisableClientState(GL_VERTEX_ARRAY);
4090 glDisableClientState(GL_NORMAL_ARRAY);
4091 glDisableClientState(GL_COLOR_ARRAY);
4092 if (gl_info->supported[EXT_SECONDARY_COLOR])
4094 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4096 if (gl_info->supported[ARB_VERTEX_BLEND])
4098 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4100 unloadTexCoords(gl_info);
4103 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4105 const struct wined3d_gl_info *gl_info = context->gl_info;
4107 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4108 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4110 context->numbered_array_mask &= ~(1 << i);
4113 /* This should match any arrays loaded in loadNumberedArrays
4114 * TODO: Only load / unload arrays if we have to.
4116 static inline void unloadNumberedArrays(struct wined3d_context *context)
4118 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4119 GLint maxAttribs = 16;
4120 int i;
4122 /* Leave all the attribs disabled */
4123 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4124 /* MESA does not support it right not */
4125 if (glGetError() != GL_NO_ERROR)
4126 maxAttribs = 16;
4127 for (i = 0; i < maxAttribs; ++i) {
4128 unload_numbered_array(context, i);
4132 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4133 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4135 const struct wined3d_gl_info *gl_info = context->gl_info;
4136 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4137 int i;
4138 struct wined3d_buffer *vb;
4139 DWORD_PTR shift_index;
4141 /* Default to no instancing */
4142 stateblock->device->instancedDraw = FALSE;
4144 for (i = 0; i < MAX_ATTRIBS; i++)
4146 const struct wined3d_stream_state *stream;
4148 if (!(stream_info->use_map & (1 << i)))
4150 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4151 continue;
4154 stream = &stateblock->state.streams[stream_info->elements[i].stream_idx];
4156 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4157 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4159 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4160 stateblock->device->instancedDraw = TRUE;
4161 continue;
4164 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4166 if (stream_info->elements[i].stride)
4168 if (curVBO != stream_info->elements[i].buffer_object)
4170 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4171 checkGLcall("glBindBufferARB");
4172 curVBO = stream_info->elements[i].buffer_object;
4174 /* Use the VBO to find out if a vertex buffer exists, not the vb
4175 * pointer. vb can point to a user pointer data blob. In that case
4176 * curVBO will be 0. If there is a vertex buffer but no vbo we
4177 * won't be load converted attributes anyway. */
4178 vb = stream->buffer;
4179 if (curVBO && vb->conversion_shift)
4181 TRACE("Loading attribute from shifted buffer\n");
4182 TRACE("Attrib %d has original stride %d, new stride %d\n",
4183 i, stream_info->elements[i].stride, vb->conversion_stride);
4184 TRACE("Original offset %p, additional offset 0x%08x\n",
4185 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4186 TRACE("Opengl type %#x\n", stream_info->elements[i].format->gl_vtx_type);
4187 shift_index = ((DWORD_PTR)stream_info->elements[i].data + stream->offset);
4188 shift_index = shift_index % stream_info->elements[i].stride;
4189 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4190 stream_info->elements[i].format->gl_vtx_type,
4191 stream_info->elements[i].format->gl_normalized,
4192 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4193 + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride
4194 + stream->offset));
4196 } else {
4197 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4198 stream_info->elements[i].format->gl_vtx_type,
4199 stream_info->elements[i].format->gl_normalized,
4200 stream_info->elements[i].stride, stream_info->elements[i].data
4201 + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride
4202 + stream->offset));
4205 if (!(context->numbered_array_mask & (1 << i)))
4207 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4208 context->numbered_array_mask |= (1 << i);
4211 else
4213 /* Stride = 0 means always the same values.
4214 * glVertexAttribPointerARB doesn't do that. Instead disable the
4215 * pointer and set up the attribute statically. But we have to
4216 * figure out the system memory address. */
4217 const BYTE *ptr = stream_info->elements[i].data + stream->offset;
4218 if (stream_info->elements[i].buffer_object)
4220 vb = stream->buffer;
4221 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
4224 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4226 switch (stream_info->elements[i].format->id)
4228 case WINED3DFMT_R32_FLOAT:
4229 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4230 break;
4231 case WINED3DFMT_R32G32_FLOAT:
4232 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4233 break;
4234 case WINED3DFMT_R32G32B32_FLOAT:
4235 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4236 break;
4237 case WINED3DFMT_R32G32B32A32_FLOAT:
4238 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4239 break;
4241 case WINED3DFMT_R8G8B8A8_UINT:
4242 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4243 break;
4244 case WINED3DFMT_B8G8R8A8_UNORM:
4245 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4247 const DWORD *src = (const DWORD *)ptr;
4248 DWORD c = *src & 0xff00ff00;
4249 c |= (*src & 0xff0000) >> 16;
4250 c |= (*src & 0xff) << 16;
4251 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4252 break;
4254 /* else fallthrough */
4255 case WINED3DFMT_R8G8B8A8_UNORM:
4256 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4257 break;
4259 case WINED3DFMT_R16G16_SINT:
4260 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4261 break;
4262 case WINED3DFMT_R16G16B16A16_SINT:
4263 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4264 break;
4266 case WINED3DFMT_R16G16_SNORM:
4268 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4269 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4270 break;
4272 case WINED3DFMT_R16G16_UNORM:
4274 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4275 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4276 break;
4278 case WINED3DFMT_R16G16B16A16_SNORM:
4279 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4280 break;
4281 case WINED3DFMT_R16G16B16A16_UNORM:
4282 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4283 break;
4285 case WINED3DFMT_R10G10B10A2_UINT:
4286 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4287 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4288 break;
4289 case WINED3DFMT_R10G10B10A2_SNORM:
4290 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4291 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4292 break;
4294 case WINED3DFMT_R16G16_FLOAT:
4295 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4296 * byte float according to the IEEE standard
4298 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4299 break;
4300 case WINED3DFMT_R16G16B16A16_FLOAT:
4301 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4302 break;
4304 default:
4305 ERR("Unexpected declaration in stride 0 attributes\n");
4306 break;
4311 checkGLcall("Loading numbered arrays");
4314 /* Used from 2 different functions, and too big to justify making it inlined */
4315 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4316 const struct wined3d_stream_info *si)
4318 const struct wined3d_gl_info *gl_info = context->gl_info;
4319 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4320 const struct wined3d_stream_info_element *e;
4321 const struct wined3d_stream_state *stream;
4323 TRACE("Using fast vertex array code\n");
4325 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4326 stateblock->device->instancedDraw = FALSE;
4328 /* Blend Data ---------------------------------------------- */
4329 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4330 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4332 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4333 stream = &stateblock->state.streams[e->stream_idx];
4335 if (gl_info->supported[ARB_VERTEX_BLEND])
4337 TRACE("Blend %u %p %u\n", e->format->component_count,
4338 e->data + stateblock->state.load_base_vertex_index * e->stride, e->stride + stream->offset);
4340 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4341 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4343 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4345 if (curVBO != e->buffer_object)
4347 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4348 checkGLcall("glBindBufferARB");
4349 curVBO = e->buffer_object;
4352 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4353 e->format->gl_vtx_format,
4354 e->format->gl_vtx_type,
4355 e->stride,
4356 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4357 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4358 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4360 checkGLcall("glWeightPointerARB");
4362 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4364 static BOOL warned;
4365 if (!warned)
4367 FIXME("blendMatrixIndices support\n");
4368 warned = TRUE;
4371 } else {
4372 /* TODO: support blends in drawStridedSlow
4373 * No need to write a FIXME here, this is done after the general vertex decl decoding
4375 WARN("unsupported blending in openGl\n");
4378 else
4380 if (gl_info->supported[ARB_VERTEX_BLEND])
4382 static const GLbyte one = 1;
4383 GL_EXTCALL(glWeightbvARB(1, &one));
4384 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4388 /* Point Size ----------------------------------------------*/
4389 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4391 /* no such functionality in the fixed function GL pipeline */
4392 TRACE("Cannot change ptSize here in openGl\n");
4393 /* TODO: Implement this function in using shaders if they are available */
4396 /* Vertex Pointers -----------------------------------------*/
4397 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4399 e = &si->elements[WINED3D_FFP_POSITION];
4400 stream = &stateblock->state.streams[e->stream_idx];
4402 if (curVBO != e->buffer_object)
4404 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4405 checkGLcall("glBindBufferARB");
4406 curVBO = e->buffer_object;
4409 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4410 handling for rhw mode should not impact screen position whereas in GL it does.
4411 This may result in very slightly distorted textures in rhw mode.
4412 There's always the other option of fixing the view matrix to
4413 prevent w from having any effect.
4415 This only applies to user pointer sources, in VBOs the vertices are fixed up
4417 if (!e->buffer_object)
4419 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4420 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4421 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4422 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4424 else
4426 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4427 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4428 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4429 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4430 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4432 checkGLcall("glVertexPointer(...)");
4433 glEnableClientState(GL_VERTEX_ARRAY);
4434 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4437 /* Normals -------------------------------------------------*/
4438 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4440 e = &si->elements[WINED3D_FFP_NORMAL];
4441 stream = &stateblock->state.streams[e->stream_idx];
4443 if (curVBO != e->buffer_object)
4445 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4446 checkGLcall("glBindBufferARB");
4447 curVBO = e->buffer_object;
4450 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4451 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4452 glNormalPointer(e->format->gl_vtx_type, e->stride,
4453 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4454 checkGLcall("glNormalPointer(...)");
4455 glEnableClientState(GL_NORMAL_ARRAY);
4456 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4458 } else {
4459 glNormal3f(0, 0, 0);
4460 checkGLcall("glNormal3f(0, 0, 0)");
4463 /* Diffuse Colour --------------------------------------------*/
4464 /* WARNING: Data here MUST be in RGBA format, so cannot */
4465 /* go directly into fast mode from app pgm, because */
4466 /* directx requires data in BGRA format. */
4467 /* currently fixupVertices swizzles the format, but this isn't*/
4468 /* very practical when using VBOs */
4469 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4470 /* , or the user doesn't care and wants the speed advantage */
4472 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4474 e = &si->elements[WINED3D_FFP_DIFFUSE];
4475 stream = &stateblock->state.streams[e->stream_idx];
4477 if (curVBO != e->buffer_object)
4479 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4480 checkGLcall("glBindBufferARB");
4481 curVBO = e->buffer_object;
4484 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4485 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4486 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4487 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4488 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4489 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4490 glEnableClientState(GL_COLOR_ARRAY);
4491 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4493 } else {
4494 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4495 checkGLcall("glColor4f(1, 1, 1, 1)");
4498 /* Specular Colour ------------------------------------------*/
4499 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4501 TRACE("setting specular colour\n");
4503 e = &si->elements[WINED3D_FFP_SPECULAR];
4504 stream = &stateblock->state.streams[e->stream_idx];
4506 if (gl_info->supported[EXT_SECONDARY_COLOR])
4508 GLenum type = e->format->gl_vtx_type;
4509 GLint format = e->format->gl_vtx_format;
4511 if (curVBO != e->buffer_object)
4513 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4514 checkGLcall("glBindBufferARB");
4515 curVBO = e->buffer_object;
4518 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4520 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4521 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4522 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4523 * 4 component secondary colors use it
4525 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4526 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4527 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4528 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4529 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4531 else
4533 switch(type)
4535 case GL_UNSIGNED_BYTE:
4536 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4537 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4538 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4539 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4540 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4541 break;
4543 default:
4544 FIXME("Add 4 component specular color pointers for type %x\n", type);
4545 /* Make sure that the right color component is dropped */
4546 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4547 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4548 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4549 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4550 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4553 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4554 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4556 else
4558 WARN("Specular colour is not supported in this GL implementation.\n");
4561 else
4563 if (gl_info->supported[EXT_SECONDARY_COLOR])
4565 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4566 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4568 else
4570 WARN("Specular colour is not supported in this GL implementation.\n");
4574 /* Texture coords -------------------------------------------*/
4575 loadTexCoords(gl_info, stateblock, si, &curVBO);
4578 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4580 IWineD3DDeviceImpl *device = stateblock->device;
4581 BOOL load_numbered = use_vs(stateblock) && !device->useDrawStridedSlow;
4582 BOOL load_named = !use_vs(stateblock) && !device->useDrawStridedSlow;
4584 if (context->numberedArraysLoaded && !load_numbered)
4586 unloadNumberedArrays(context);
4587 context->numberedArraysLoaded = FALSE;
4588 context->numbered_array_mask = 0;
4590 else if (context->namedArraysLoaded)
4592 unloadVertexData(context->gl_info);
4593 context->namedArraysLoaded = FALSE;
4596 if (load_numbered)
4598 TRACE("Loading numbered arrays\n");
4599 loadNumberedArrays(stateblock, &device->strided_streams, context);
4600 context->numberedArraysLoaded = TRUE;
4602 else if (load_named)
4604 TRACE("Loading vertex data\n");
4605 loadVertexData(context, stateblock, &device->strided_streams);
4606 context->namedArraysLoaded = TRUE;
4610 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4612 const struct wined3d_gl_info *gl_info = context->gl_info;
4613 BOOL updateFog = FALSE;
4614 BOOL useVertexShaderFunction = use_vs(stateblock);
4615 BOOL usePixelShaderFunction = use_ps(stateblock);
4616 IWineD3DDeviceImpl *device = stateblock->device;
4617 BOOL transformed;
4618 BOOL wasrhw = context->last_was_rhw;
4619 unsigned int i;
4621 transformed = device->strided_streams.position_transformed;
4622 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4623 updateFog = TRUE;
4626 /* Reapply lighting if it is not scheduled for reapplication already */
4627 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4628 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4631 if (transformed) {
4632 context->last_was_rhw = TRUE;
4633 } else {
4635 /* Untransformed, so relies on the view and projection matrices */
4636 context->last_was_rhw = FALSE;
4637 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4638 device->untransformed = TRUE;
4640 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4641 * Not needed as long as only hw shaders are supported
4644 /* This sets the shader output position correction constants.
4645 * TODO: Move to the viewport state
4647 if (useVertexShaderFunction)
4649 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
4650 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4651 device->posFixup[3] = device->posFixup[1] * yoffset;
4655 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4656 * off this function will be called again anyway to make sure they're properly set
4658 if(!useVertexShaderFunction) {
4659 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4660 * or transformed / untransformed was switched
4662 if(wasrhw != context->last_was_rhw &&
4663 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4664 !isStateDirty(context, STATE_VIEWPORT)) {
4665 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4667 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4668 * mode.
4670 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4671 * this check will fail and the matrix not applied again. This is OK because a simple
4672 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4673 * needs of the vertex declaration.
4675 * World and view matrix go into the same gl matrix, so only apply them when neither is
4676 * dirty
4678 if(transformed != wasrhw &&
4679 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4680 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4681 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4684 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4685 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4688 if(context->last_was_vshader) {
4689 updateFog = TRUE;
4690 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4691 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4693 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4695 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4698 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4699 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4701 } else {
4702 if(!context->last_was_vshader) {
4703 static BOOL warned = FALSE;
4704 if(!device->vs_clipping) {
4705 /* Disable all clip planes to get defined results on all drivers. See comment in the
4706 * state_clipping state handler
4708 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4710 glDisable(GL_CLIP_PLANE0 + i);
4711 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4714 if (!warned && stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
4716 FIXME("Clipping not supported with vertex shaders\n");
4717 warned = TRUE;
4720 if(wasrhw) {
4721 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4722 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4723 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4724 * fixed function vertex processing states back in a sane state before switching to shaders
4726 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4727 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4729 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4730 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4733 updateFog = TRUE;
4735 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4736 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4737 * device->vs_clipping is false.
4739 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4741 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4746 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4747 * application
4749 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4750 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4752 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4753 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4757 context->last_was_vshader = useVertexShaderFunction;
4759 if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4761 if(!useVertexShaderFunction) {
4762 int i;
4763 for(i = 0; i < MAX_TEXTURES; i++) {
4764 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4765 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4771 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4773 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4774 UINT width, height;
4775 WINED3DVIEWPORT vp = stateblock->state.viewport;
4777 if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4778 if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4780 glDepthRange(vp.MinZ, vp.MaxZ);
4781 checkGLcall("glDepthRange");
4782 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4784 if (context->render_offscreen)
4786 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4787 } else {
4788 target->get_drawable_size(context, &width, &height);
4790 glViewport(vp.X,
4791 (height - (vp.Y + vp.Height)),
4792 vp.Width, vp.Height);
4795 checkGLcall("glViewport");
4798 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4800 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
4802 stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->state.viewport.Width;
4803 stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
4805 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4806 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4808 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4809 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4811 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4812 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4815 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4817 UINT Index = state - STATE_ACTIVELIGHT(0);
4818 const struct wined3d_light_info *lightInfo = stateblock->state.lights[Index];
4820 if(!lightInfo) {
4821 glDisable(GL_LIGHT0 + Index);
4822 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4823 } else {
4824 float quad_att;
4825 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4827 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4828 glMatrixMode(GL_MODELVIEW);
4829 glPushMatrix();
4830 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
4832 /* Diffuse: */
4833 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4834 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4835 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4836 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4837 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4838 checkGLcall("glLightfv");
4840 /* Specular */
4841 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4842 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4843 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4844 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4845 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4846 checkGLcall("glLightfv");
4848 /* Ambient */
4849 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4850 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4851 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4852 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4853 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4854 checkGLcall("glLightfv");
4856 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4857 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4858 } else {
4859 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4862 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4863 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4864 * Attenuation0 to NaN and crashes in the gl lib
4867 switch (lightInfo->OriginalParms.Type) {
4868 case WINED3DLIGHT_POINT:
4869 /* Position */
4870 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4871 checkGLcall("glLightfv");
4872 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4873 checkGLcall("glLightf");
4874 /* Attenuation - Are these right? guessing... */
4875 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4876 checkGLcall("glLightf");
4877 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4878 checkGLcall("glLightf");
4879 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4880 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4881 checkGLcall("glLightf");
4882 /* FIXME: Range */
4883 break;
4885 case WINED3DLIGHT_SPOT:
4886 /* Position */
4887 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4888 checkGLcall("glLightfv");
4889 /* Direction */
4890 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4891 checkGLcall("glLightfv");
4892 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4893 checkGLcall("glLightf");
4894 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4895 checkGLcall("glLightf");
4896 /* Attenuation - Are these right? guessing... */
4897 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4898 checkGLcall("glLightf");
4899 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4900 checkGLcall("glLightf");
4901 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4902 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4903 checkGLcall("glLightf");
4904 /* FIXME: Range */
4905 break;
4907 case WINED3DLIGHT_DIRECTIONAL:
4908 /* Direction */
4909 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4910 checkGLcall("glLightfv");
4911 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4912 checkGLcall("glLightf");
4913 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4914 checkGLcall("glLightf");
4915 break;
4917 default:
4918 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4921 /* Restore the modelview matrix */
4922 glPopMatrix();
4924 glEnable(GL_LIGHT0 + Index);
4925 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4929 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4931 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4932 RECT *pRect = &stateblock->state.scissor_rect;
4933 UINT height;
4934 UINT width;
4936 target->get_drawable_size(context, &width, &height);
4937 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4938 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4940 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4941 pRect->right - pRect->left, pRect->bottom - pRect->top);
4943 if (context->render_offscreen)
4945 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4946 } else {
4947 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4949 checkGLcall("glScissor");
4952 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4954 const struct wined3d_gl_info *gl_info = context->gl_info;
4956 if (stateblock->state.user_stream || !stateblock->state.index_buffer)
4958 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4960 else
4962 struct wined3d_buffer *ib = stateblock->state.index_buffer;
4963 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4967 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4969 if (context->render_offscreen)
4971 glFrontFace(GL_CCW);
4972 checkGLcall("glFrontFace(GL_CCW)");
4973 } else {
4974 glFrontFace(GL_CW);
4975 checkGLcall("glFrontFace(GL_CW)");
4979 const struct StateEntryTemplate misc_state_template[] = {
4980 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_STREAMSRC, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4991 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4992 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4993 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4994 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4995 * vshader loadings are untied from each other
4997 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4998 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5000 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5001 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5004 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5005 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5007 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5008 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5012 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5015 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5016 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5020 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5021 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5023 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5024 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5025 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5026 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5027 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
5028 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5032 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5033 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5034 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5035 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5036 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5037 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5038 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5039 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5040 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5041 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5042 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5043 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5044 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5045 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
5046 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
5048 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
5049 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
5050 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
5052 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
5053 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
5056 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
5057 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5058 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
5059 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
5060 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
5061 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
5062 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
5063 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5064 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5065 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5066 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
5068 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5069 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5070 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5071 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5072 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5073 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5074 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
5075 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5076 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5077 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5078 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5079 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
5080 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5081 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5082 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5083 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5084 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5085 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5086 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5087 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5088 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5089 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5090 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5091 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5092 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5093 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5094 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5095 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5096 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5098 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5105 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5106 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5107 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5108 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5109 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5110 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5111 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5112 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5113 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5114 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5115 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5116 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5117 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5118 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5119 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5120 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5121 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5122 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5123 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5124 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5125 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5126 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5127 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5128 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5129 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5130 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5131 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5132 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5133 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5134 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5135 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5136 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5137 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5138 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5139 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5140 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5141 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5142 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5143 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5144 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5145 /* Samplers */
5146 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5147 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5148 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5149 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5150 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5151 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5152 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5153 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5154 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5155 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5156 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5157 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5158 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5159 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5160 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5161 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5162 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5163 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5164 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5165 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5166 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5169 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5170 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5171 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5172 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5173 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5174 /* Clip planes */
5175 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5176 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5177 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5178 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5179 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5180 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5181 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5182 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5183 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5184 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5185 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5186 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5187 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5188 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5189 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5190 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5191 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5192 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5193 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5194 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5195 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5196 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5197 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5198 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5199 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5200 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5201 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5202 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5203 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5204 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5205 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5206 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5207 /* Lights */
5208 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5209 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5210 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5211 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5212 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5213 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5214 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5215 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5216 /* Viewport */
5217 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5218 /* Transform states follow */
5219 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5424 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5425 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5426 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5427 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5428 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5429 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5430 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5431 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5432 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5433 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5434 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5435 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5436 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5437 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5438 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5439 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5440 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5441 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5442 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5443 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5444 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5445 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5446 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5447 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5448 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5449 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5450 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5451 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5452 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5453 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5454 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5455 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5456 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5457 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5458 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5459 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5460 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5461 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5462 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5463 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5464 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5465 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5466 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5467 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5468 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5469 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5470 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5471 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5472 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5473 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5474 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5475 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5476 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5477 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5478 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5479 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5480 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5481 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5482 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5483 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5484 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5501 /* Fog */
5502 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5503 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5506 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5507 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5508 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5510 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5511 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5512 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5513 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5514 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5519 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5520 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5522 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5523 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5524 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5525 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5526 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5527 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5531 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5532 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5536 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5537 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5538 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5540 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5541 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5542 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5543 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5544 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5545 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5546 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5547 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5548 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5549 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5550 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5551 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5552 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5553 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5554 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5555 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5556 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5557 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5558 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5559 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5560 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5561 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5562 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5563 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5564 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5567 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5568 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5569 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5570 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5571 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5572 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5573 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5574 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5575 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5576 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5577 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5578 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5579 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5580 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5581 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5582 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5583 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5584 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5585 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5586 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5587 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5588 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5589 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5590 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5591 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5592 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5593 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5594 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5595 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5596 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5597 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5598 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5599 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5600 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5601 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5602 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5603 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5604 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5605 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5606 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5607 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5608 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5609 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5610 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5611 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5612 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5613 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5614 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5615 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5616 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5617 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5618 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5619 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5620 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5621 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5622 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5623 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5624 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5625 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5626 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5627 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5628 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5629 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5630 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5631 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5632 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5633 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5634 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5635 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5636 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5637 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5638 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5639 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5640 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5641 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5642 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5643 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5644 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5645 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5646 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5647 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5648 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5649 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5650 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5651 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5652 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5653 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5654 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5655 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5656 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5657 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5658 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5659 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5660 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5661 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5662 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5663 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5664 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5665 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5666 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5669 /* Context activation is done by the caller. */
5670 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5672 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5674 pCaps->PrimitiveMiscCaps = 0;
5675 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5676 WINED3DTEXOPCAPS_ADDSIGNED |
5677 WINED3DTEXOPCAPS_ADDSIGNED2X |
5678 WINED3DTEXOPCAPS_MODULATE |
5679 WINED3DTEXOPCAPS_MODULATE2X |
5680 WINED3DTEXOPCAPS_MODULATE4X |
5681 WINED3DTEXOPCAPS_SELECTARG1 |
5682 WINED3DTEXOPCAPS_SELECTARG2 |
5683 WINED3DTEXOPCAPS_DISABLE;
5685 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5686 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5687 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5689 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5690 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5691 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5692 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5693 WINED3DTEXOPCAPS_LERP |
5694 WINED3DTEXOPCAPS_SUBTRACT;
5696 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5697 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5699 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5700 WINED3DTEXOPCAPS_MULTIPLYADD |
5701 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5702 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5703 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5705 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5706 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5708 pCaps->MaxTextureBlendStages = gl_info->limits.textures;
5709 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5712 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5713 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5714 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5716 if (TRACE_ON(d3d))
5718 TRACE("Checking support for fixup:\n");
5719 dump_color_fixup_desc(fixup);
5722 /* We only support identity conversions. */
5723 if (is_identity_fixup(fixup))
5725 TRACE("[OK]\n");
5726 return TRUE;
5729 TRACE("[FAILED]\n");
5730 return FALSE;
5733 const struct fragment_pipeline ffp_fragment_pipeline = {
5734 ffp_enable,
5735 ffp_fragment_get_caps,
5736 ffp_fragment_alloc,
5737 ffp_fragment_free,
5738 ffp_color_fixup_supported,
5739 ffp_fragmentstate_template,
5740 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5743 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5745 unsigned int i;
5746 for(i = 0; funcs[i]; i++);
5747 return i;
5750 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5752 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5753 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5756 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5758 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5759 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5760 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5763 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5765 unsigned int start, last, i;
5767 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5768 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5769 for (i = start; i <= last; ++i)
5771 state_table[i].representative = 0;
5772 state_table[i].apply = state_undefined;
5775 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5776 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5777 for (i = start; i <= last; ++i)
5779 state_table[i].representative = 0;
5780 state_table[i].apply = state_undefined;
5783 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5784 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5785 for (i = start; i <= last; ++i)
5787 state_table[i].representative = 0;
5788 state_table[i].apply = state_undefined;
5792 static void validate_state_table(struct StateEntry *state_table)
5794 static const struct
5796 DWORD first;
5797 DWORD last;
5799 rs_holes[] =
5801 { 1, 1},
5802 { 3, 3},
5803 { 17, 18},
5804 { 21, 21},
5805 { 42, 45},
5806 { 61, 127},
5807 {149, 150},
5808 {169, 169},
5809 {177, 177},
5810 {196, 197},
5811 { 0, 0},
5813 static const DWORD simple_states[] =
5815 STATE_MATERIAL,
5816 STATE_VDECL,
5817 STATE_STREAMSRC,
5818 STATE_INDEXBUFFER,
5819 STATE_VERTEXSHADERCONSTANT,
5820 STATE_PIXELSHADERCONSTANT,
5821 STATE_VSHADER,
5822 STATE_PIXELSHADER,
5823 STATE_VIEWPORT,
5824 STATE_SCISSORRECT,
5825 STATE_FRONTFACE,
5827 unsigned int i, current;
5829 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5831 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5833 if (!state_table[i].representative)
5834 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5836 else if (state_table[i].representative)
5837 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5839 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5842 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5844 if (!state_table[simple_states[i]].representative)
5845 ERR("State %s (%#x) should have a representative.\n",
5846 debug_d3dstate(simple_states[i]), simple_states[i]);
5849 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5851 DWORD rep = state_table[i].representative;
5852 if (rep)
5854 if (state_table[rep].representative != rep)
5856 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5857 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5858 state_table[i].representative = 0;
5861 if (rep != i)
5863 if (state_table[i].apply)
5864 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5866 else if (!state_table[i].apply)
5868 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5874 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5875 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5876 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5878 unsigned int i, type, handlers;
5879 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5880 const struct StateEntryTemplate *cur;
5881 BOOL set[STATE_HIGHEST + 1];
5883 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5885 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5886 StateTable[i].representative = 0;
5887 StateTable[i].apply = state_undefined;
5890 for(type = 0; type < 3; type++) {
5891 /* This switch decides the order in which the states are applied */
5892 switch(type) {
5893 case 0: cur = misc; break;
5894 case 1: cur = fragment->states; break;
5895 case 2: cur = vertex; break;
5896 default: cur = NULL; /* Stupid compiler */
5898 if(!cur) continue;
5900 /* GL extension filtering should not prevent multiple handlers being applied from different
5901 * pipeline parts
5903 memset(set, 0, sizeof(set));
5905 for(i = 0; cur[i].state; i++) {
5906 APPLYSTATEFUNC *funcs_array;
5908 /* Only use the first matching state with the available extension from one template.
5909 * e.g.
5910 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5911 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5913 * if GL_XYZ_fancy is supported, ignore the 2nd line
5915 if(set[cur[i].state]) continue;
5916 /* Skip state lines depending on unsupported extensions */
5917 if (!gl_info->supported[cur[i].extension]) continue;
5918 set[cur[i].state] = TRUE;
5919 /* In some cases having an extension means that nothing has to be
5920 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5921 * supported, the texture coordinate fixup can be ignored. If the
5922 * apply function is used, mark the state set(done above) to prevent
5923 * applying later lines, but do not record anything in the state
5924 * table
5926 if (!cur[i].content.representative) continue;
5928 handlers = num_handlers(multistate_funcs[cur[i].state]);
5929 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5930 switch(handlers) {
5931 case 0:
5932 StateTable[cur[i].state].apply = cur[i].content.apply;
5933 break;
5934 case 1:
5935 StateTable[cur[i].state].apply = multistate_apply_2;
5936 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5938 sizeof(**dev_multistate_funcs) * 2);
5939 if (!dev_multistate_funcs[cur[i].state]) {
5940 goto out_of_mem;
5943 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5944 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5945 break;
5946 case 2:
5947 StateTable[cur[i].state].apply = multistate_apply_3;
5948 funcs_array = HeapReAlloc(GetProcessHeap(),
5950 dev_multistate_funcs[cur[i].state],
5951 sizeof(**dev_multistate_funcs) * 3);
5952 if (!funcs_array) {
5953 goto out_of_mem;
5956 dev_multistate_funcs[cur[i].state] = funcs_array;
5957 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5958 break;
5959 default:
5960 ERR("Unexpected amount of state handlers for state %u: %u\n",
5961 cur[i].state, handlers + 1);
5964 if(StateTable[cur[i].state].representative &&
5965 StateTable[cur[i].state].representative != cur[i].content.representative) {
5966 FIXME("State %u has different representatives in different pipeline parts\n",
5967 cur[i].state);
5969 StateTable[cur[i].state].representative = cur[i].content.representative;
5973 prune_invalid_states(StateTable, gl_info);
5974 validate_state_table(StateTable);
5976 return WINED3D_OK;
5978 out_of_mem:
5979 for (i = 0; i <= STATE_HIGHEST; ++i) {
5980 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5983 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5985 return E_OUTOFMEMORY;