d3d9: Abort the x8l8v8u8 test if the format is not supported.
[wine.git] / dlls / wined3d / state.c
blob94fe19ec556a8ebb2c90c2666bdeb1fbffffcd74
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 #define GLINFO_LOCATION (*context->gl_info)
40 /* GL locking for state handlers is done by the caller. */
42 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
44 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
46 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
47 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
49 if(STATE_IS_RENDER(state)) {
50 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
51 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
52 } else {
53 /* Shouldn't have an unknown type here */
54 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
58 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
60 ERR("Undefined state.\n");
63 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
65 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
67 switch(Value) {
68 case WINED3DFILL_POINT:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
71 break;
72 case WINED3DFILL_WIREFRAME:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
75 break;
76 case WINED3DFILL_SOLID:
77 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
78 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
79 break;
80 default:
81 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
85 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
87 /* Lighting is not enabled if transformed vertices are drawn
88 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
89 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
90 * vertex declaration applying function calls this function for updating
93 if(isStateDirty(context, STATE_VDECL)) {
94 return;
97 if (stateblock->renderState[WINED3DRS_LIGHTING]
98 && !stateblock->wineD3DDevice->strided_streams.position_transformed)
100 glEnable(GL_LIGHTING);
101 checkGLcall("glEnable GL_LIGHTING");
102 } else {
103 glDisable(GL_LIGHTING);
104 checkGLcall("glDisable GL_LIGHTING");
108 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
110 /* No z test without depth stencil buffers */
111 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
112 TRACE("No Z buffer - disabling depth test\n");
113 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
114 checkGLcall("glDisable GL_DEPTH_TEST");
115 return;
118 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
119 case WINED3DZB_FALSE:
120 glDisable(GL_DEPTH_TEST);
121 checkGLcall("glDisable GL_DEPTH_TEST");
122 break;
123 case WINED3DZB_TRUE:
124 glEnable(GL_DEPTH_TEST);
125 checkGLcall("glEnable GL_DEPTH_TEST");
126 break;
127 case WINED3DZB_USEW:
128 glEnable(GL_DEPTH_TEST);
129 checkGLcall("glEnable GL_DEPTH_TEST");
130 FIXME("W buffer is not well handled\n");
131 break;
132 default:
133 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
137 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
139 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
140 * switch
142 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
143 case WINED3DCULL_NONE:
144 glDisable(GL_CULL_FACE);
145 checkGLcall("glDisable GL_CULL_FACE");
146 break;
147 case WINED3DCULL_CW:
148 glEnable(GL_CULL_FACE);
149 checkGLcall("glEnable GL_CULL_FACE");
150 glCullFace(GL_FRONT);
151 checkGLcall("glCullFace(GL_FRONT)");
152 break;
153 case WINED3DCULL_CCW:
154 glEnable(GL_CULL_FACE);
155 checkGLcall("glEnable GL_CULL_FACE");
156 glCullFace(GL_BACK);
157 checkGLcall("glCullFace(GL_BACK)");
158 break;
159 default:
160 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
164 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
166 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
167 case WINED3DSHADE_FLAT:
168 glShadeModel(GL_FLAT);
169 checkGLcall("glShadeModel(GL_FLAT)");
170 break;
171 case WINED3DSHADE_GOURAUD:
172 glShadeModel(GL_SMOOTH);
173 checkGLcall("glShadeModel(GL_SMOOTH)");
174 break;
175 case WINED3DSHADE_PHONG:
176 FIXME("WINED3DSHADE_PHONG isn't supported\n");
177 break;
178 default:
179 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
183 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
185 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
186 glEnable(GL_DITHER);
187 checkGLcall("glEnable GL_DITHER");
188 } else {
189 glDisable(GL_DITHER);
190 checkGLcall("glDisable GL_DITHER");
194 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
196 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
197 * this has to be merged with ZENABLE and ZFUNC
199 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
200 glDepthMask(1);
201 checkGLcall("glDepthMask(1)");
202 } else {
203 glDepthMask(0);
204 checkGLcall("glDepthMask(0)");
208 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
210 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
212 if(glParm) {
213 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
214 static BOOL once = FALSE;
215 /* There are a few issues with this: First, our inability to
216 * select a proper Z depth, most of the time we're stuck with
217 * D24S8, even if the app selects D32 or D16. There seem to be
218 * some other precision problems which have to be debugged to
219 * make NOTEQUAL and EQUAL work properly
221 if(!once) {
222 once = TRUE;
223 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
227 glDepthFunc(glParm);
228 checkGLcall("glDepthFunc");
232 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
234 float col[4];
235 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
237 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
238 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
239 checkGLcall("glLightModel for MODEL_AMBIENT");
242 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
244 int srcBlend = GL_ZERO;
245 int dstBlend = GL_ZERO;
246 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
248 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
249 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
250 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
251 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
253 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
254 * The d3d9 visual test confirms the behavior. */
255 if (!(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
257 glDisable(GL_BLEND);
258 checkGLcall("glDisable GL_BLEND");
259 return;
260 } else {
261 glEnable(GL_BLEND);
262 checkGLcall("glEnable GL_BLEND");
264 } else {
265 glDisable(GL_BLEND);
266 checkGLcall("glDisable GL_BLEND");
267 /* Nothing more to do - get out */
268 return;
271 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
272 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
273 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
274 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
275 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
276 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
277 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
278 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
279 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
281 /* To compensate the lack of format switching with backbuffer offscreen rendering,
282 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
283 * if the render target doesn't support alpha blending. A nonexistent alpha channel
284 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
286 case WINED3DBLEND_DESTALPHA :
287 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
288 break;
289 case WINED3DBLEND_INVDESTALPHA :
290 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
291 break;
293 case WINED3DBLEND_SRCALPHASAT :
294 dstBlend = GL_SRC_ALPHA_SATURATE;
295 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
296 break;
298 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
299 * values which are still valid up to d3d9. They should not occur as dest blend values
301 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
302 srcBlend = GL_SRC_ALPHA;
303 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
304 break;
306 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
307 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
308 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
309 break;
311 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
312 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
313 default:
314 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
317 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
318 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
319 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
320 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
321 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
322 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
323 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
324 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
325 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
326 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
328 case WINED3DBLEND_DESTALPHA :
329 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
330 break;
331 case WINED3DBLEND_INVDESTALPHA :
332 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
333 break;
335 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
336 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
337 break;
339 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
340 dstBlend = GL_SRC_ALPHA;
341 break;
343 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
344 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
345 default:
346 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
349 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
350 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
351 glEnable(GL_LINE_SMOOTH);
352 checkGLcall("glEnable(GL_LINE_SMOOTH)");
353 if(srcBlend != GL_SRC_ALPHA) {
354 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
356 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
357 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
359 } else {
360 glDisable(GL_LINE_SMOOTH);
361 checkGLcall("glDisable(GL_LINE_SMOOTH)");
364 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
365 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
366 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
369 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
370 int srcBlendAlpha = GL_ZERO;
371 int dstBlendAlpha = GL_ZERO;
373 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
374 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
376 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
377 return;
380 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
381 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
382 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
383 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
384 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
385 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
386 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
387 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
388 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
389 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
390 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
391 case WINED3DBLEND_SRCALPHASAT :
392 dstBlend = GL_SRC_ALPHA_SATURATE;
393 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
394 break;
395 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
396 * values which are still valid up to d3d9. They should not occur as dest blend values
398 case WINED3DBLEND_BOTHSRCALPHA :
399 dstBlendAlpha = GL_SRC_ALPHA;
400 srcBlendAlpha = GL_SRC_ALPHA;
401 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
402 break;
403 case WINED3DBLEND_BOTHINVSRCALPHA :
404 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
405 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
406 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
407 break;
408 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
409 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
410 default:
411 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
414 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
415 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
416 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
417 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
418 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
419 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
420 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
421 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
422 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
423 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
424 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
425 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
426 case WINED3DBLEND_BOTHSRCALPHA :
427 srcBlendAlpha = GL_SRC_ALPHA;
428 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
429 break;
430 case WINED3DBLEND_BOTHINVSRCALPHA :
431 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
432 dstBlendAlpha = GL_SRC_ALPHA;
433 break;
434 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
435 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
436 default:
437 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
440 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
441 checkGLcall("glBlendFuncSeparateEXT");
442 } else {
443 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
444 glBlendFunc(srcBlend, dstBlend);
445 checkGLcall("glBlendFunc");
448 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
449 so it may need updating */
450 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
451 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
452 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
456 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
458 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
461 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
463 float col[4];
465 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
466 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
467 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
468 checkGLcall("glBlendColor");
471 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
473 int glParm = 0;
474 float ref;
475 BOOL enable_ckey = FALSE;
477 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
479 /* Find out if the texture on the first stage has a ckey set
480 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
481 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
482 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
483 * in case it finds some texture+colorkeyenable combination which needs extra care.
485 if (stateblock->textures[0])
487 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
489 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
491 IWineD3DSurfaceImpl *surf;
493 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
495 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
497 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
498 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
499 * surface has alpha bits */
500 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
505 if(enable_ckey || context->last_was_ckey) {
506 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
507 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
509 context->last_was_ckey = enable_ckey;
511 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
512 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
513 glEnable(GL_ALPHA_TEST);
514 checkGLcall("glEnable GL_ALPHA_TEST");
515 } else {
516 glDisable(GL_ALPHA_TEST);
517 checkGLcall("glDisable GL_ALPHA_TEST");
518 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
519 * enable call
521 return;
524 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
525 glParm = GL_NOTEQUAL;
526 ref = 0.0f;
527 } else {
528 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
529 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
531 if(glParm) {
532 glAlphaFunc(glParm, ref);
533 checkGLcall("glAlphaFunc");
537 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
539 DWORD enable = 0xFFFFFFFF;
540 DWORD disable = 0x00000000;
542 if (!stateblock->wineD3DDevice->vs_clipping && use_vs(stateblock))
544 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
545 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
546 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
547 * of that - don't do anything here and keep them disabled
549 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
550 static BOOL warned = FALSE;
551 if(!warned) {
552 FIXME("Clipping not supported with vertex shaders\n");
553 warned = TRUE;
556 return;
559 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
560 * of already set values
563 /* If enabling / disabling all
564 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
566 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
567 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
568 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
569 if (context->gl_info->supported[ARB_DEPTH_CLAMP])
571 glDisable(GL_DEPTH_CLAMP);
572 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
574 } else {
575 disable = 0xffffffff;
576 enable = 0x00;
577 if (context->gl_info->supported[ARB_DEPTH_CLAMP])
579 glEnable(GL_DEPTH_CLAMP);
580 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
584 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
585 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
586 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
587 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
588 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
589 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
591 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
592 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
593 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
594 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
595 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
596 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
598 /** update clipping status */
599 if (enable) {
600 stateblock->clip_status.ClipUnion = 0;
601 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
602 } else {
603 stateblock->clip_status.ClipUnion = 0;
604 stateblock->clip_status.ClipIntersection = 0;
608 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
610 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
613 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
615 int blendEquation = GL_FUNC_ADD;
616 int blendEquationAlpha = GL_FUNC_ADD;
618 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
619 if (stateblock->renderState[WINED3DRS_BLENDOPALPHA]
620 && !context->gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
622 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
623 return;
626 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
627 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
628 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
629 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
630 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
631 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
632 default:
633 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
636 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
637 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
638 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
639 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
640 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
641 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
642 default:
643 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
646 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
647 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
648 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
649 checkGLcall("glBlendEquationSeparateEXT");
650 } else {
651 TRACE("glBlendEquation(%x)\n", blendEquation);
652 GL_EXTCALL(glBlendEquationEXT(blendEquation));
653 checkGLcall("glBlendEquation");
657 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
659 const struct wined3d_gl_info *gl_info = context->gl_info;
660 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
661 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
662 * specular color. This is wrong:
663 * Separate specular color means the specular colour is maintained separately, whereas
664 * single color means it is merged in. However in both cases they are being used to
665 * some extent.
666 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
667 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
668 * running 1.4 yet!
671 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
672 * Instead, we need to setup the FinalCombiner properly.
674 * The default setup for the FinalCombiner is:
676 * <variable> <input> <mapping> <usage>
677 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
678 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
679 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
680 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
681 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
682 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
683 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
685 * That's pretty much fine as it is, except for variable B, which needs to take
686 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
687 * whether WINED3DRS_SPECULARENABLE is enabled or not.
690 TRACE("Setting specular enable state and materials\n");
691 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
692 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
693 checkGLcall("glMaterialfv");
695 if (stateblock->material.Power > gl_info->limits.shininess)
697 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
698 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
699 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
700 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
701 * them, it should be safe to do so without major visual distortions.
703 WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
704 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
705 } else {
706 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
708 checkGLcall("glMaterialf(GL_SHININESS)");
710 if (context->gl_info->supported[EXT_SECONDARY_COLOR])
712 glEnable(GL_COLOR_SUM_EXT);
714 else
716 TRACE("Specular colors cannot be enabled in this version of opengl\n");
718 checkGLcall("glEnable(GL_COLOR_SUM)");
720 if (context->gl_info->supported[NV_REGISTER_COMBINERS])
722 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
723 checkGLcall("glFinalCombinerInputNV()");
725 } else {
726 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
728 /* for the case of enabled lighting: */
729 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
730 checkGLcall("glMaterialfv");
732 /* for the case of disabled lighting: */
733 if (context->gl_info->supported[EXT_SECONDARY_COLOR])
735 glDisable(GL_COLOR_SUM_EXT);
737 else
739 TRACE("Specular colors cannot be disabled in this version of opengl\n");
741 checkGLcall("glDisable(GL_COLOR_SUM)");
743 if (context->gl_info->supported[NV_REGISTER_COMBINERS])
745 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
746 checkGLcall("glFinalCombinerInputNV()");
750 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
751 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
752 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
753 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
754 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
755 stateblock->material.Specular.b, stateblock->material.Specular.a);
756 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
757 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
759 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
760 checkGLcall("glMaterialfv(GL_AMBIENT)");
761 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
762 checkGLcall("glMaterialfv(GL_DIFFUSE)");
763 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
764 checkGLcall("glMaterialfv(GL_EMISSION)");
767 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
769 unsigned int i;
771 /* Note the texture color applies to all textures whereas
772 * GL_TEXTURE_ENV_COLOR applies to active only
774 float col[4];
775 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
777 /* And now the default texture color as well */
778 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
780 /* Note the WINED3DRS value applies to all textures, but GL has one
781 * per texture, so apply it now ready to be used!
783 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
784 checkGLcall("glActiveTextureARB");
786 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
787 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
791 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
792 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
794 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
795 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
796 GL_EXTCALL(glActiveStencilFaceEXT(face));
797 checkGLcall("glActiveStencilFaceEXT(...)");
798 glStencilFunc(func, ref, mask);
799 checkGLcall("glStencilFunc(...)");
800 glStencilOp(stencilFail, depthFail, stencilPass);
801 checkGLcall("glStencilOp(...)");
804 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
806 DWORD onesided_enable = FALSE;
807 DWORD twosided_enable = FALSE;
808 GLint func = GL_ALWAYS;
809 GLint func_ccw = GL_ALWAYS;
810 GLint ref = 0;
811 GLuint mask = 0;
812 GLint stencilFail = GL_KEEP;
813 GLint depthFail = GL_KEEP;
814 GLint stencilPass = GL_KEEP;
815 GLint stencilFail_ccw = GL_KEEP;
816 GLint depthFail_ccw = GL_KEEP;
817 GLint stencilPass_ccw = GL_KEEP;
819 /* No stencil test without a stencil buffer */
820 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
821 glDisable(GL_STENCIL_TEST);
822 checkGLcall("glDisable GL_STENCIL_TEST");
823 return;
826 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
827 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
828 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
829 func = GL_ALWAYS;
830 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
831 func_ccw = GL_ALWAYS;
832 ref = stateblock->renderState[WINED3DRS_STENCILREF];
833 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
834 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
835 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
836 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
837 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
838 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
839 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
841 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
842 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
843 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
844 onesided_enable, twosided_enable, ref, mask,
845 func, stencilFail, depthFail, stencilPass,
846 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
848 if (twosided_enable && onesided_enable) {
849 glEnable(GL_STENCIL_TEST);
850 checkGLcall("glEnable GL_STENCIL_TEST");
852 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
854 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
855 * which has an effect on the code below too. If we apply the front face
856 * afterwards, we are sure that the active stencil face is set to front,
857 * and other stencil functions which do not use two sided stencil do not have
858 * to set it back
860 renderstate_stencil_twosided(context, GL_BACK,
861 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
862 renderstate_stencil_twosided(context, GL_FRONT,
863 func, ref, mask, stencilFail, depthFail, stencilPass);
865 else if (context->gl_info->supported[ATI_SEPARATE_STENCIL])
867 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
868 checkGLcall("glStencilFuncSeparateATI(...)");
869 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
870 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
871 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
872 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
873 } else {
874 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
877 else if(onesided_enable)
879 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
881 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
882 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
885 /* This code disables the ATI extension as well, since the standard stencil functions are equal
886 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
888 glEnable(GL_STENCIL_TEST);
889 checkGLcall("glEnable GL_STENCIL_TEST");
890 glStencilFunc(func, ref, mask);
891 checkGLcall("glStencilFunc(...)");
892 glStencilOp(stencilFail, depthFail, stencilPass);
893 checkGLcall("glStencilOp(...)");
894 } else {
895 glDisable(GL_STENCIL_TEST);
896 checkGLcall("glDisable GL_STENCIL_TEST");
900 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
902 DWORD mask;
904 if(stateblock->wineD3DDevice->stencilBufferTarget) {
905 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
906 } else {
907 mask = 0;
910 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
911 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
912 glStencilMask(mask);
913 checkGLcall("glStencilMask");
914 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
915 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
916 glStencilMask(mask);
919 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
921 DWORD mask;
923 if(stateblock->wineD3DDevice->stencilBufferTarget) {
924 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
925 } else {
926 mask = 0;
929 glStencilMask(mask);
930 checkGLcall("glStencilMask");
933 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
936 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
938 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
940 /* Table fog on: Never use fog coords, and use per-fragment fog */
941 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
942 glHint(GL_FOG_HINT, GL_NICEST);
943 if(context->fog_coord) {
944 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
945 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
946 context->fog_coord = FALSE;
948 return;
951 /* Otherwise use per-vertex fog in any case */
952 glHint(GL_FOG_HINT, GL_FASTEST);
954 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
955 /* No fog at all, or transformed vertices: Use fog coord */
956 if(!context->fog_coord) {
957 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
958 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
959 context->fog_coord = TRUE;
961 } else {
962 /* Otherwise, use the fragment depth */
963 if(context->fog_coord) {
964 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
965 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
966 context->fog_coord = FALSE;
971 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
973 float fogstart, fogend;
974 union {
975 DWORD d;
976 float f;
977 } tmpvalue;
979 switch(context->fog_source) {
980 case FOGSOURCE_VS:
981 fogstart = 1.0f;
982 fogend = 0.0f;
983 break;
985 case FOGSOURCE_COORD:
986 fogstart = 255.0f;
987 fogend = 0.0f;
988 break;
990 case FOGSOURCE_FFP:
991 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
992 fogstart = tmpvalue.f;
993 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
994 fogend = tmpvalue.f;
995 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
996 if(fogstart == fogend) {
997 fogstart = -1.0f / 0.0f;
998 fogend = 0.0f;
1000 break;
1002 default:
1003 /* This should not happen.context->fog_source is set in wined3d, not the app.
1004 * Still this is needed to make the compiler happy
1006 ERR("Unexpected fog coordinate source\n");
1007 fogstart = 0.0f;
1008 fogend = 0.0f;
1011 glFogf(GL_FOG_START, fogstart);
1012 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1013 TRACE("Fog Start == %f\n", fogstart);
1015 glFogf(GL_FOG_END, fogend);
1016 checkGLcall("glFogf(GL_FOG_END, fogend)");
1017 TRACE("Fog End == %f\n", fogend);
1020 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1022 enum fogsource new_source;
1024 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1026 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
1027 /* No fog? Disable it, and we're done :-) */
1028 glDisableWINE(GL_FOG);
1029 checkGLcall("glDisable GL_FOG");
1030 return;
1033 /* Fog Rules:
1035 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1036 * It can use the Z value of the vertex, or the alpha component of the specular color.
1037 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1038 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1039 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1041 * FOGTABLEMODE != NONE:
1042 * The Z value is used, with the equation specified, no matter what vertex type.
1044 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1045 * Per vertex fog is calculated using the specified fog equation and the parameters
1047 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1048 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1049 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1052 * Rules for vertex fog with shaders:
1054 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1055 * the fog computation to happen during transformation while openGL expects it to happen
1056 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1057 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1058 * To solve this problem, WineD3D does:
1059 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1060 * shader,
1061 * and 2) disables the fog computation (in either the fixed function or programmable
1062 * rasterizer) if using a vertex program.
1064 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1065 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1066 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1067 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1068 * There are some GL differences between specular fog coords and vertex shaders though.
1070 * With table fog the vertex shader fog coordinate is ignored.
1072 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1073 * without shaders).
1076 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1077 * the system will apply only pixel(=table) fog effects."
1079 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1080 if(use_vs(stateblock)) {
1081 glFogi(GL_FOG_MODE, GL_LINEAR);
1082 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1083 new_source = FOGSOURCE_VS;
1084 } else {
1085 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1086 /* If processed vertices are used, fall through to the NONE case */
1087 case WINED3DFOG_EXP:
1088 if(!context->last_was_rhw) {
1089 glFogi(GL_FOG_MODE, GL_EXP);
1090 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1091 new_source = FOGSOURCE_FFP;
1092 break;
1094 /* drop through */
1096 case WINED3DFOG_EXP2:
1097 if(!context->last_was_rhw) {
1098 glFogi(GL_FOG_MODE, GL_EXP2);
1099 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1100 new_source = FOGSOURCE_FFP;
1101 break;
1103 /* drop through */
1105 case WINED3DFOG_LINEAR:
1106 if(!context->last_was_rhw) {
1107 glFogi(GL_FOG_MODE, GL_LINEAR);
1108 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1109 new_source = FOGSOURCE_FFP;
1110 break;
1112 /* drop through */
1114 case WINED3DFOG_NONE:
1115 /* Both are none? According to msdn the alpha channel of the specular
1116 * color contains a fog factor. Set it in drawStridedSlow.
1117 * Same happens with Vertexfog on transformed vertices
1119 new_source = FOGSOURCE_COORD;
1120 glFogi(GL_FOG_MODE, GL_LINEAR);
1121 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1122 break;
1124 default:
1125 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1126 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1129 } else {
1130 new_source = FOGSOURCE_FFP;
1132 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1133 case WINED3DFOG_EXP:
1134 glFogi(GL_FOG_MODE, GL_EXP);
1135 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1136 break;
1138 case WINED3DFOG_EXP2:
1139 glFogi(GL_FOG_MODE, GL_EXP2);
1140 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1141 break;
1143 case WINED3DFOG_LINEAR:
1144 glFogi(GL_FOG_MODE, GL_LINEAR);
1145 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1146 break;
1148 case WINED3DFOG_NONE: /* Won't happen */
1149 default:
1150 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1154 glEnableWINE(GL_FOG);
1155 checkGLcall("glEnable GL_FOG");
1156 if(new_source != context->fog_source) {
1157 context->fog_source = new_source;
1158 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1162 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1164 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1165 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1169 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1171 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1172 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1173 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1174 } else {
1175 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1176 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1180 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1182 float col[4];
1183 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1184 glFogfv(GL_FOG_COLOR, &col[0]);
1185 checkGLcall("glFog GL_FOG_COLOR");
1188 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1190 union {
1191 DWORD d;
1192 float f;
1193 } tmpvalue;
1194 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1195 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1196 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1199 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1201 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1202 GLenum Parm = 0;
1204 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1205 * The vertex declaration will call this function if the fixed function pipeline is used.
1208 if(isStateDirty(context, STATE_VDECL)) {
1209 return;
1212 context->num_untracked_materials = 0;
1213 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1214 && stateblock->renderState[WINED3DRS_COLORVERTEX])
1216 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1217 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1218 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1219 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1220 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1222 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1223 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1224 Parm = GL_AMBIENT_AND_DIFFUSE;
1225 } else {
1226 Parm = GL_DIFFUSE;
1228 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1229 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1230 context->num_untracked_materials++;
1232 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1233 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1234 context->num_untracked_materials++;
1236 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1237 Parm = GL_AMBIENT;
1238 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1239 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1240 context->num_untracked_materials++;
1242 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1243 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1244 context->num_untracked_materials++;
1246 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1247 Parm = GL_EMISSION;
1248 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1249 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1250 context->num_untracked_materials++;
1252 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1253 Parm = GL_SPECULAR;
1257 /* Nothing changed, return. */
1258 if (Parm == context->tracking_parm) return;
1260 if(!Parm) {
1261 glDisable(GL_COLOR_MATERIAL);
1262 checkGLcall("glDisable GL_COLOR_MATERIAL");
1263 } else {
1264 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1265 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1266 glEnable(GL_COLOR_MATERIAL);
1267 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1270 /* Apparently calls to glMaterialfv are ignored for properties we're
1271 * tracking with glColorMaterial, so apply those here. */
1272 switch (context->tracking_parm) {
1273 case GL_AMBIENT_AND_DIFFUSE:
1274 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1275 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1276 checkGLcall("glMaterialfv");
1277 break;
1279 case GL_DIFFUSE:
1280 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1281 checkGLcall("glMaterialfv");
1282 break;
1284 case GL_AMBIENT:
1285 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1286 checkGLcall("glMaterialfv");
1287 break;
1289 case GL_EMISSION:
1290 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1291 checkGLcall("glMaterialfv");
1292 break;
1294 case GL_SPECULAR:
1295 /* Only change material color if specular is enabled, otherwise it is set to black */
1296 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1297 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1298 checkGLcall("glMaterialfv");
1299 } else {
1300 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1301 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1302 checkGLcall("glMaterialfv");
1304 break;
1307 context->tracking_parm = Parm;
1310 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1312 union {
1313 DWORD d;
1314 WINED3DLINEPATTERN lp;
1315 } tmppattern;
1316 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1318 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1320 if (tmppattern.lp.wRepeatFactor) {
1321 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1322 checkGLcall("glLineStipple(repeat, linepattern)");
1323 glEnable(GL_LINE_STIPPLE);
1324 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1325 } else {
1326 glDisable(GL_LINE_STIPPLE);
1327 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1331 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1333 union {
1334 DWORD d;
1335 float f;
1336 } tmpvalue;
1338 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1339 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1340 TRACE("ZBias value %f\n", tmpvalue.f);
1341 glPolygonOffset(0, -tmpvalue.f);
1342 checkGLcall("glPolygonOffset(0, -Value)");
1343 glEnable(GL_POLYGON_OFFSET_FILL);
1344 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1345 glEnable(GL_POLYGON_OFFSET_LINE);
1346 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1347 glEnable(GL_POLYGON_OFFSET_POINT);
1348 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1349 } else {
1350 glDisable(GL_POLYGON_OFFSET_FILL);
1351 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1352 glDisable(GL_POLYGON_OFFSET_LINE);
1353 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1354 glDisable(GL_POLYGON_OFFSET_POINT);
1355 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1360 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1362 if(isStateDirty(context, STATE_VDECL)) {
1363 return;
1365 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1366 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1367 * by zero and is not properly defined in opengl, so avoid it
1369 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1370 && (stateblock->wineD3DDevice->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1372 glEnable(GL_NORMALIZE);
1373 checkGLcall("glEnable(GL_NORMALIZE);");
1374 } else {
1375 glDisable(GL_NORMALIZE);
1376 checkGLcall("glDisable(GL_NORMALIZE);");
1380 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1382 union {
1383 DWORD d;
1384 float f;
1385 } tmpvalue;
1387 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1388 if (tmpvalue.f != 1.0f)
1390 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1392 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1393 if (tmpvalue.f != 64.0f)
1395 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1400 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1402 union {
1403 DWORD d;
1404 float f;
1405 } min, max;
1407 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1408 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1410 /* Max point size trumps min point size */
1411 if(min.f > max.f) {
1412 min.f = max.f;
1415 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1416 checkGLcall("glPointParameterfEXT(...)");
1417 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1418 checkGLcall("glPointParameterfEXT(...)");
1421 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1423 union {
1424 DWORD d;
1425 float f;
1426 } min, max;
1428 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1429 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1431 /* Max point size trumps min point size */
1432 if(min.f > max.f) {
1433 min.f = max.f;
1436 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1437 checkGLcall("glPointParameterfARB(...)");
1438 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1439 checkGLcall("glPointParameterfARB(...)");
1442 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1444 const struct wined3d_gl_info *gl_info = context->gl_info;
1445 /* TODO: Group this with the viewport */
1447 * POINTSCALEENABLE controls how point size value is treated. If set to
1448 * true, the point size is scaled with respect to height of viewport.
1449 * When set to false point size is in pixels.
1452 /* Default values */
1453 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1454 union {
1455 DWORD d;
1456 float f;
1457 } pointSize, A, B, C;
1459 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1460 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1461 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1462 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1464 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1465 GLfloat scaleFactor;
1466 float h = stateblock->viewport.Height;
1468 if (pointSize.f < gl_info->limits.pointsize_min)
1470 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1471 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1472 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1473 * are less than 1.0f. scale_factor = 1.0f / point_size.
1475 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1476 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1477 * is 1.0, but then accepts points below that and draws too small points
1479 pointSize.f = gl_info->limits.pointsize_min;
1481 else if(pointSize.f > gl_info->limits.pointsize_max)
1483 /* gl already scales the input to glPointSize,
1484 * d3d scales the result after the point size scale.
1485 * If the point size is bigger than the max size, use the
1486 * scaling to scale it bigger, and set the gl point size to max
1488 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1489 TRACE("scale: %f\n", scaleFactor);
1490 pointSize.f = gl_info->limits.pointsize_max;
1491 } else {
1492 scaleFactor = 1.0f;
1494 scaleFactor = pow(h * scaleFactor, 2);
1496 att[0] = A.f / scaleFactor;
1497 att[1] = B.f / scaleFactor;
1498 att[2] = C.f / scaleFactor;
1501 if (context->gl_info->supported[ARB_POINT_PARAMETERS])
1503 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1504 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1506 else if (context->gl_info->supported[EXT_POINT_PARAMETERS])
1508 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1509 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1510 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1511 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1514 glPointSize(pointSize.f);
1515 checkGLcall("glPointSize(...);");
1518 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1520 WARN("token: %#x\n", stateblock->renderState[WINED3DRS_DEBUGMONITORTOKEN]);
1523 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1525 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1527 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1528 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1529 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1530 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1531 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1532 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1533 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1534 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1535 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1536 checkGLcall("glColorMask(...)");
1538 /* depends on WINED3DRS_COLORWRITEENABLE. */
1539 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1540 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1541 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1542 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1543 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1544 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1545 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1549 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1551 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1552 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1553 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1554 } else {
1555 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1556 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1560 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1562 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1563 TRACE("Last Pixel Drawing Enabled\n");
1564 } else {
1565 static BOOL warned;
1566 if (!warned) {
1567 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1568 warned = TRUE;
1569 } else {
1570 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1575 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1577 static BOOL warned;
1579 /* TODO: NV_POINT_SPRITE */
1580 if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1581 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1582 FIXME("Point sprites not supported\n");
1583 warned = TRUE;
1587 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1589 const struct wined3d_gl_info *gl_info = context->gl_info;
1591 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE])
1593 static BOOL warned;
1595 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1597 if (use_ps(stateblock) || stateblock->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1599 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1600 warned = TRUE;
1604 glEnable(GL_POINT_SPRITE_ARB);
1605 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1606 } else {
1607 glDisable(GL_POINT_SPRITE_ARB);
1608 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1612 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1615 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1616 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1617 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1618 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1620 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1622 TRACE("Stub\n");
1623 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1624 stateblock->renderState[WINED3DRS_WRAP1] ||
1625 stateblock->renderState[WINED3DRS_WRAP2] ||
1626 stateblock->renderState[WINED3DRS_WRAP3] ||
1627 stateblock->renderState[WINED3DRS_WRAP4] ||
1628 stateblock->renderState[WINED3DRS_WRAP5] ||
1629 stateblock->renderState[WINED3DRS_WRAP6] ||
1630 stateblock->renderState[WINED3DRS_WRAP7] ||
1631 stateblock->renderState[WINED3DRS_WRAP8] ||
1632 stateblock->renderState[WINED3DRS_WRAP9] ||
1633 stateblock->renderState[WINED3DRS_WRAP10] ||
1634 stateblock->renderState[WINED3DRS_WRAP11] ||
1635 stateblock->renderState[WINED3DRS_WRAP12] ||
1636 stateblock->renderState[WINED3DRS_WRAP13] ||
1637 stateblock->renderState[WINED3DRS_WRAP14] ||
1638 stateblock->renderState[WINED3DRS_WRAP15] ) {
1639 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1643 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1645 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1646 WARN("Multisample antialiasing not supported by gl\n");
1650 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1652 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1653 glEnable(GL_MULTISAMPLE_ARB);
1654 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1655 } else {
1656 glDisable(GL_MULTISAMPLE_ARB);
1657 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1661 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1663 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1664 glEnable(GL_SCISSOR_TEST);
1665 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1666 } else {
1667 glDisable(GL_SCISSOR_TEST);
1668 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1672 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1674 union {
1675 DWORD d;
1676 float f;
1677 } tmpvalue;
1679 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1680 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1681 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1682 glEnable(GL_POLYGON_OFFSET_FILL);
1683 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1684 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1685 checkGLcall("glPolygonOffset(...)");
1686 } else {
1687 glDisable(GL_POLYGON_OFFSET_FILL);
1688 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1692 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1694 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1695 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1696 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1697 } else {
1698 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1699 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1703 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1705 TRACE("Stub\n");
1706 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1707 FIXME(" Stippled Alpha not supported yet.\n");
1710 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1712 TRACE("Stub\n");
1713 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1714 FIXME(" Antialias not supported yet.\n");
1717 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1719 TRACE("Stub\n");
1720 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1721 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1724 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1726 TRACE("Stub\n");
1727 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1728 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1731 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1733 union {
1734 DWORD d;
1735 float f;
1736 } tmpvalue;
1737 tmpvalue.f = 1.0f;
1739 TRACE("Stub\n");
1740 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1742 static BOOL displayed = FALSE;
1744 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1745 if(!displayed)
1746 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1748 displayed = TRUE;
1752 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1754 TRACE("Stub\n");
1755 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1756 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1759 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1761 TRACE("Stub\n");
1762 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1763 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1766 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1768 TRACE("Stub\n");
1769 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1770 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1773 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1775 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1776 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1780 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1782 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1783 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1787 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1789 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1790 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1794 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1796 if(stateblock->renderState[WINED3DRS_ROP2]) {
1797 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1801 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1803 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1804 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1808 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1810 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1811 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1815 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1817 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1818 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1822 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1824 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1825 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1829 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1831 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1832 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1836 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1838 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1839 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1843 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1845 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1846 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1850 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1852 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1853 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1857 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1859 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1860 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1864 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1866 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1867 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1871 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1873 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1874 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1878 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1880 if (stateblock->renderState[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1882 FIXME("Software vertex processing not implemented.\n");
1886 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1887 #if defined (GL_VERSION_1_3)
1888 # define useext(A) A
1889 #elif defined (GL_EXT_texture_env_combine)
1890 # define useext(A) A##_EXT
1891 #elif defined (GL_ARB_texture_env_combine)
1892 # define useext(A) A##_ARB
1893 #endif
1895 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1896 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1897 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1898 * flag specifies the complement of the input should be used. */
1899 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1900 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1902 /* Calculate the operand */
1903 if (complement) {
1904 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1905 else *operand = GL_ONE_MINUS_SRC_COLOR;
1906 } else {
1907 if (from_alpha) *operand = GL_SRC_ALPHA;
1908 else *operand = GL_SRC_COLOR;
1911 /* Calculate the source */
1912 switch (arg & WINED3DTA_SELECTMASK) {
1913 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1914 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1915 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1916 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1917 case WINED3DTA_SPECULAR:
1919 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1920 * 'Secondary color' and isn't supported until base GL supports it
1921 * There is no concept of temp registers as far as I can tell
1923 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1924 *source = GL_TEXTURE;
1925 break;
1926 default:
1927 FIXME("Unrecognized texture arg %#x\n", arg);
1928 *source = GL_TEXTURE;
1929 break;
1933 /* Setup the texture operations texture stage states */
1934 static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
1935 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1937 GLenum src1, src2, src3;
1938 GLenum opr1, opr2, opr3;
1939 GLenum comb_target;
1940 GLenum src0_target, src1_target, src2_target;
1941 GLenum opr0_target, opr1_target, opr2_target;
1942 GLenum scal_target;
1943 GLenum opr=0, invopr, src3_target, opr3_target;
1944 BOOL Handled = FALSE;
1945 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1947 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1949 /* This is called by a state handler which has the gl lock held and a context for the thread */
1951 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1952 the form (a1 <operation> a2). However, some of the more complex operations
1953 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1954 in a third parameter called a0. Therefore these are operations of the form
1955 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1957 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1958 functions below, expect their syntax to differ slightly to those listed in the
1959 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1960 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1962 if (isAlpha) {
1963 comb_target = useext(GL_COMBINE_ALPHA);
1964 src0_target = useext(GL_SOURCE0_ALPHA);
1965 src1_target = useext(GL_SOURCE1_ALPHA);
1966 src2_target = useext(GL_SOURCE2_ALPHA);
1967 opr0_target = useext(GL_OPERAND0_ALPHA);
1968 opr1_target = useext(GL_OPERAND1_ALPHA);
1969 opr2_target = useext(GL_OPERAND2_ALPHA);
1970 scal_target = GL_ALPHA_SCALE;
1972 else {
1973 comb_target = useext(GL_COMBINE_RGB);
1974 src0_target = useext(GL_SOURCE0_RGB);
1975 src1_target = useext(GL_SOURCE1_RGB);
1976 src2_target = useext(GL_SOURCE2_RGB);
1977 opr0_target = useext(GL_OPERAND0_RGB);
1978 opr1_target = useext(GL_OPERAND1_RGB);
1979 opr2_target = useext(GL_OPERAND2_RGB);
1980 scal_target = useext(GL_RGB_SCALE);
1983 /* If a texture stage references an invalid texture unit the stage just
1984 * passes through the result from the previous stage */
1985 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1986 arg1 = WINED3DTA_CURRENT;
1987 op = WINED3DTOP_SELECTARG1;
1990 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1991 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1992 } else {
1993 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1995 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1996 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1998 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2000 Handled = TRUE; /* Assume will be handled */
2002 /* Other texture operations require special extensions: */
2003 if (context->gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2005 if (isAlpha) {
2006 opr = GL_SRC_ALPHA;
2007 invopr = GL_ONE_MINUS_SRC_ALPHA;
2008 src3_target = GL_SOURCE3_ALPHA_NV;
2009 opr3_target = GL_OPERAND3_ALPHA_NV;
2010 } else {
2011 opr = GL_SRC_COLOR;
2012 invopr = GL_ONE_MINUS_SRC_COLOR;
2013 src3_target = GL_SOURCE3_RGB_NV;
2014 opr3_target = GL_OPERAND3_RGB_NV;
2016 switch (op) {
2017 case WINED3DTOP_DISABLE: /* Only for alpha */
2018 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2019 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2020 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2021 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2022 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2023 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2024 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2025 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2026 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2027 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2028 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2029 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2030 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2031 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2032 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2033 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2034 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2035 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2036 break;
2037 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2038 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2039 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2040 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2041 if (op == WINED3DTOP_SELECTARG1) {
2042 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2043 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2044 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2045 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2046 } else {
2047 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2048 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2049 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2050 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2052 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2053 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2054 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2055 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2056 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2057 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2058 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2059 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2060 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2061 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2062 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2063 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2064 break;
2066 case WINED3DTOP_MODULATE:
2067 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2068 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2069 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2070 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2071 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2072 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2073 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2074 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2075 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2076 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2077 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2078 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2079 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2080 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2081 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2082 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2083 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2084 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2085 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2086 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2087 break;
2088 case WINED3DTOP_MODULATE2X:
2089 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2090 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2091 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2092 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2093 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2094 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2095 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2096 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2097 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2098 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2099 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2100 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2101 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2102 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2103 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2104 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2105 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2106 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2107 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2108 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2109 break;
2110 case WINED3DTOP_MODULATE4X:
2111 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2112 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2113 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2114 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2115 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2116 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2117 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2118 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2119 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2120 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2121 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2122 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2123 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2124 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2125 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2126 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2127 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2128 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2129 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2130 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2131 break;
2133 case WINED3DTOP_ADD:
2134 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2135 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2136 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2137 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2138 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2139 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2140 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2141 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2142 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2143 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2144 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2145 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2146 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2147 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2148 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2149 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2150 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2151 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2152 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2153 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2154 break;
2156 case WINED3DTOP_ADDSIGNED:
2157 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2158 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2159 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2160 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2161 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2162 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2163 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2164 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2165 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2166 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2167 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2168 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2169 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2170 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2171 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2172 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2173 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2174 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2175 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2176 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2177 break;
2179 case WINED3DTOP_ADDSIGNED2X:
2180 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2181 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2182 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2183 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2184 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2185 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2186 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2187 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2188 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2189 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2190 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2191 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2192 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2193 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2194 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2195 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2196 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2197 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2198 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2199 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2200 break;
2202 case WINED3DTOP_ADDSMOOTH:
2203 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2204 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2205 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2206 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2207 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2208 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2209 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2210 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2211 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2212 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2213 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2214 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2215 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2216 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2217 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2218 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2219 switch (opr1) {
2220 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2221 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2222 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2223 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2225 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2226 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2227 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2228 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2229 break;
2231 case WINED3DTOP_BLENDDIFFUSEALPHA:
2232 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2233 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2234 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2235 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2236 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2237 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2238 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2239 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2240 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2241 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2242 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2243 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2244 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2245 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2246 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2247 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2248 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2249 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2250 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2251 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2252 break;
2253 case WINED3DTOP_BLENDTEXTUREALPHA:
2254 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2255 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2256 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2257 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2258 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2259 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2260 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2261 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2262 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2263 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2264 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2265 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2266 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2267 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2268 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2269 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2270 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2271 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2272 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2273 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2274 break;
2275 case WINED3DTOP_BLENDFACTORALPHA:
2276 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2277 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2278 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2279 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2280 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2281 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2282 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2283 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2284 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2285 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2286 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2287 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2288 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2289 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2290 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2291 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2292 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2293 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2294 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2295 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2296 break;
2297 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2298 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2299 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2300 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2301 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2302 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2303 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2304 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2305 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2306 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2307 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2308 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2309 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2310 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2311 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2312 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2313 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2314 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2315 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2316 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2317 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2318 break;
2319 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2320 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2321 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2322 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2323 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2324 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2325 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2326 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2327 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2328 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2329 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2330 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2331 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2332 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2333 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2334 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2335 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2336 switch (opr) {
2337 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2338 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2340 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2341 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2342 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2343 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2344 break;
2345 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2346 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2347 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2348 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2349 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2350 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2351 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2352 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2353 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2354 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2355 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2356 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2357 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2358 switch (opr1) {
2359 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2360 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2362 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2363 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2364 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2365 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2366 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2367 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2368 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2369 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2370 break;
2371 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2372 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2373 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2374 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2375 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2376 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2377 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2378 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2379 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2380 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2381 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2382 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2383 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2384 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2385 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2386 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2387 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2388 switch (opr1) {
2389 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2390 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2391 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2392 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2394 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2395 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2396 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2397 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2398 break;
2399 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2400 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2401 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2402 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2403 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2404 switch (opr1) {
2405 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2406 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2407 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2408 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2410 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2411 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2412 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2413 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2414 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2415 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2416 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2417 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2418 switch (opr1) {
2419 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2420 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2422 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2423 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2424 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2425 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2426 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2427 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2428 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2429 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2430 break;
2431 case WINED3DTOP_MULTIPLYADD:
2432 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2433 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2434 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2435 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2436 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2437 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2438 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2439 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2440 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2441 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2442 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2443 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2444 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2445 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2446 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2447 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2448 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2449 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2450 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2451 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2452 break;
2454 case WINED3DTOP_BUMPENVMAP:
2458 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2459 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2461 default:
2462 Handled = FALSE;
2464 if (Handled) {
2465 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2466 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2468 return;
2470 } /* GL_NV_texture_env_combine4 */
2472 Handled = TRUE; /* Again, assume handled */
2473 switch (op) {
2474 case WINED3DTOP_DISABLE: /* Only for alpha */
2475 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2476 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2477 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2478 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2479 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2480 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2481 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2482 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2483 break;
2484 case WINED3DTOP_SELECTARG1:
2485 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2486 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2487 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2488 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2489 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2490 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2491 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2492 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2493 break;
2494 case WINED3DTOP_SELECTARG2:
2495 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2496 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2497 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2498 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2499 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2500 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2501 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2502 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2503 break;
2504 case WINED3DTOP_MODULATE:
2505 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2506 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2507 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2508 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2509 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2510 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2511 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2512 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2513 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2514 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2515 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2516 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2517 break;
2518 case WINED3DTOP_MODULATE2X:
2519 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2520 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2521 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2522 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2523 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2524 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2525 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2526 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2527 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2528 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2529 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2530 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2531 break;
2532 case WINED3DTOP_MODULATE4X:
2533 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2534 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2535 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2536 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2537 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2538 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2539 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2540 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2541 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2542 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2543 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2544 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2545 break;
2546 case WINED3DTOP_ADD:
2547 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2548 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2549 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2550 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2551 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2552 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2553 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2554 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2555 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2556 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2557 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2558 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2559 break;
2560 case WINED3DTOP_ADDSIGNED:
2561 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2562 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2563 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2564 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2565 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2566 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2567 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2568 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2569 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2570 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2571 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2572 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2573 break;
2574 case WINED3DTOP_ADDSIGNED2X:
2575 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2576 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2577 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2578 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2579 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2580 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2581 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2582 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2583 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2584 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2585 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2586 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2587 break;
2588 case WINED3DTOP_SUBTRACT:
2589 if (context->gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2591 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2592 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2593 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2594 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2595 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2596 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2597 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2598 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2599 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2600 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2601 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2602 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2603 } else {
2604 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2606 break;
2608 case WINED3DTOP_BLENDDIFFUSEALPHA:
2609 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2610 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2611 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2612 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2613 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2614 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2615 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2616 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2617 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2618 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2619 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2620 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2621 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2622 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2623 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2624 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2625 break;
2626 case WINED3DTOP_BLENDTEXTUREALPHA:
2627 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2628 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2629 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2630 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2631 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2632 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2633 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2634 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2635 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2636 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2637 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2638 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2639 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2640 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2641 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2642 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2643 break;
2644 case WINED3DTOP_BLENDFACTORALPHA:
2645 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2646 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2647 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2648 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2649 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2650 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2651 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2652 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2653 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2654 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2655 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2656 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2657 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2658 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2659 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2660 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2661 break;
2662 case WINED3DTOP_BLENDCURRENTALPHA:
2663 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2664 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2665 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2666 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2667 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2668 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2669 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2670 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2671 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2672 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2673 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2674 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2675 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2676 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2677 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2678 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2679 break;
2680 case WINED3DTOP_DOTPRODUCT3:
2681 if (context->gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2683 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2684 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2686 else if (context->gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2688 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2689 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2690 } else {
2691 FIXME("This version of opengl does not support GL_DOT3\n");
2693 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2694 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2695 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2696 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2697 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2698 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2699 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2700 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2701 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2702 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2703 break;
2704 case WINED3DTOP_LERP:
2705 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2706 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2707 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2708 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2709 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2710 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2711 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2712 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2713 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2714 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2715 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2716 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2717 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2718 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2719 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2720 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2721 break;
2722 case WINED3DTOP_ADDSMOOTH:
2723 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2725 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2726 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2727 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2728 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2729 switch (opr1) {
2730 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2731 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2732 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2733 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2735 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2736 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2737 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2738 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2739 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2740 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2741 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2742 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2743 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2744 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2745 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2746 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2747 } else
2748 Handled = FALSE;
2749 break;
2750 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2751 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2753 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2754 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2755 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2756 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2757 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2758 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2759 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2760 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2761 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2762 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2763 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2764 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2765 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2766 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2767 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2768 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2769 } else
2770 Handled = FALSE;
2771 break;
2772 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2773 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2775 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2776 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2777 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2778 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2779 switch (opr1) {
2780 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2781 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2782 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2783 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2785 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2786 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2787 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2788 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2789 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2790 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2791 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2792 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2793 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2794 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2795 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2796 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2797 } else
2798 Handled = FALSE;
2799 break;
2800 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2801 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2803 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2804 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2805 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2806 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2807 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2808 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2809 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2810 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2811 switch (opr1) {
2812 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2813 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2814 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2815 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2817 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2818 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2819 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2820 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2821 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2822 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2823 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2824 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2825 } else
2826 Handled = FALSE;
2827 break;
2828 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2829 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2831 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2832 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2833 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2834 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2835 switch (opr1) {
2836 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2837 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2838 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2839 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2841 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2842 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2843 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2844 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2845 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2846 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2847 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2848 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2849 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2850 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2851 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2852 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2853 } else
2854 Handled = FALSE;
2855 break;
2856 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2857 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2859 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2860 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2861 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2862 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2863 switch (opr1) {
2864 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2865 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2866 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2867 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2869 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2870 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2871 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2872 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2873 switch (opr1) {
2874 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2875 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2876 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2877 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2879 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2880 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2881 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2882 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2883 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2884 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2885 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2886 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2887 } else
2888 Handled = FALSE;
2889 break;
2890 case WINED3DTOP_MULTIPLYADD:
2891 if (context->gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2893 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2894 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2895 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2896 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2897 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2898 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2899 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2900 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2901 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2902 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2903 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2904 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2905 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2906 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2907 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2908 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2909 } else
2910 Handled = FALSE;
2911 break;
2912 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2913 case WINED3DTOP_BUMPENVMAP:
2914 if (context->gl_info->supported[NV_TEXTURE_SHADER2])
2916 /* Technically texture shader support without register combiners is possible, but not expected to occur
2917 * on real world cards, so for now a fixme should be enough
2919 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2921 default:
2922 Handled = FALSE;
2925 if (Handled) {
2926 BOOL combineOK = TRUE;
2927 if (context->gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2929 DWORD op2;
2931 if (isAlpha) {
2932 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2933 } else {
2934 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2937 /* Note: If COMBINE4 in effect can't go back to combine! */
2938 switch (op2) {
2939 case WINED3DTOP_ADDSMOOTH:
2940 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2941 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2942 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2943 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2944 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2945 case WINED3DTOP_MULTIPLYADD:
2946 /* Ignore those implemented in both cases */
2947 switch (op) {
2948 case WINED3DTOP_SELECTARG1:
2949 case WINED3DTOP_SELECTARG2:
2950 combineOK = FALSE;
2951 Handled = FALSE;
2952 break;
2953 default:
2954 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2955 return;
2960 if (combineOK) {
2961 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2962 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2964 return;
2968 /* After all the extensions, if still unhandled, report fixme */
2969 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2973 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2975 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2976 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2977 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2978 const struct wined3d_gl_info *gl_info = context->gl_info;
2980 TRACE("Setting color op for stage %d\n", stage);
2982 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2983 if (use_ps(stateblock)) return;
2985 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2987 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2989 if (tex_used && mapped_stage >= gl_info->limits.textures)
2991 FIXME("Attempt to enable unsupported stage!\n");
2992 return;
2994 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2995 checkGLcall("glActiveTextureARB");
2998 if(stage >= stateblock->lowest_disabled_stage) {
2999 TRACE("Stage disabled\n");
3000 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3002 /* Disable everything here */
3003 glDisable(GL_TEXTURE_2D);
3004 checkGLcall("glDisable(GL_TEXTURE_2D)");
3005 glDisable(GL_TEXTURE_3D);
3006 checkGLcall("glDisable(GL_TEXTURE_3D)");
3007 if (context->gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3009 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3010 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3012 if (context->gl_info->supported[ARB_TEXTURE_RECTANGLE])
3014 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3015 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3018 /* All done */
3019 return;
3022 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3023 * if the sampler for this stage is dirty
3025 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3026 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3029 set_tex_op(context, (IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
3030 stateblock->textureState[stage][WINED3DTSS_COLOROP],
3031 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
3032 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
3033 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
3036 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3038 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3039 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3040 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
3041 DWORD op, arg1, arg2, arg0;
3043 TRACE("Setting alpha op for stage %d\n", stage);
3044 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3045 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3047 if (tex_used && mapped_stage >= context->gl_info->limits.textures)
3049 FIXME("Attempt to enable unsupported stage!\n");
3050 return;
3052 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3053 checkGLcall("glActiveTextureARB");
3056 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3057 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3058 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3059 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3061 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
3063 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
3065 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3067 IWineD3DSurfaceImpl *surf;
3069 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3071 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
3073 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3074 * properly. On the other hand applications can still use texture combiners apparently. This code
3075 * takes care that apps cannot remove the texture's alpha channel entirely.
3077 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3078 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3079 * and alpha component of diffuse color to draw things like translucent text and perform other
3080 * blending effects.
3082 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3083 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3084 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3085 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3086 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3087 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3088 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3089 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3090 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3091 * alpha.
3093 * What to do with multitexturing? So far no app has been found that uses color keying with
3094 * multitexturing */
3095 if (op == WINED3DTOP_DISABLE)
3097 arg1 = WINED3DTA_TEXTURE;
3098 op = WINED3DTOP_SELECTARG1;
3100 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3102 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3104 arg2 = WINED3DTA_TEXTURE;
3105 op = WINED3DTOP_MODULATE;
3107 else arg1 = WINED3DTA_TEXTURE;
3109 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3111 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3113 arg1 = WINED3DTA_TEXTURE;
3114 op = WINED3DTOP_MODULATE;
3116 else arg2 = WINED3DTA_TEXTURE;
3122 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3123 * this if block here, and the other code(color keying, texture unit selection) are the same
3125 TRACE("Setting alpha op for stage %d\n", stage);
3126 if (context->gl_info->supported[NV_REGISTER_COMBINERS])
3128 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3129 op, arg1, arg2, arg0,
3130 mapped_stage,
3131 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3132 } else {
3133 set_tex_op(context, (IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3134 op, arg1, arg2, arg0);
3138 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3140 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3141 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3142 BOOL generated;
3143 int coordIdx;
3145 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3146 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3148 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3149 return;
3152 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3153 if (mapped_stage >= context->gl_info->limits.textures) return;
3155 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3156 checkGLcall("glActiveTextureARB");
3157 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3158 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3160 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3161 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3162 stateblock->wineD3DDevice->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3163 ? stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3164 : WINED3DFMT_UNKNOWN,
3165 stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3167 /* The sampler applying function calls us if this changes */
3168 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3170 if(generated) {
3171 FIXME("Non-power2 texture being used with generated texture coords\n");
3173 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3174 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3175 if (!use_ps(stateblock)) {
3176 TRACE("Non power two matrix multiply fixup\n");
3177 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3182 static void unloadTexCoords(const struct wined3d_context *context)
3184 unsigned int texture_idx;
3186 for (texture_idx = 0; texture_idx < context->gl_info->limits.texture_stages; ++texture_idx)
3188 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3189 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3193 static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
3194 const struct wined3d_stream_info *si, GLuint *curVBO)
3196 const UINT *offset = stateblock->streamOffset;
3197 unsigned int mapped_stage = 0;
3198 unsigned int textureNo = 0;
3200 for (textureNo = 0; textureNo < context->gl_info->limits.texture_stages; ++textureNo)
3202 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3204 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3205 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3207 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3209 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3211 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3212 textureNo, mapped_stage, coordIdx, e->data);
3214 if (*curVBO != e->buffer_object)
3216 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3217 checkGLcall("glBindBufferARB");
3218 *curVBO = e->buffer_object;
3221 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3222 checkGLcall("glClientActiveTextureARB");
3224 /* The coords to supply depend completely on the fvf / vertex shader */
3225 glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3226 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3227 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3228 } else {
3229 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3232 if (context->gl_info->supported[NV_REGISTER_COMBINERS])
3234 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3235 for (textureNo = mapped_stage + 1; textureNo < context->gl_info->limits.textures; ++textureNo)
3237 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3241 checkGLcall("loadTexCoords");
3244 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3246 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3247 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3248 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3249 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3250 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3251 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3253 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3255 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3256 return;
3259 if (mapped_stage >= context->gl_info->limits.fragment_samplers)
3261 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3262 return;
3264 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3265 checkGLcall("glActiveTextureARB");
3267 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3269 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3270 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3271 * means use the vertex position (camera-space) as the input texture coordinates
3272 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3273 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3274 * to the TEXCOORDINDEX value
3276 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3278 case WINED3DTSS_TCI_PASSTHRU:
3279 /* Use the specified texture coordinates contained within the
3280 * vertex format. This value resolves to zero. */
3281 glDisable(GL_TEXTURE_GEN_S);
3282 glDisable(GL_TEXTURE_GEN_T);
3283 glDisable(GL_TEXTURE_GEN_R);
3284 glDisable(GL_TEXTURE_GEN_Q);
3285 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3286 break;
3288 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3289 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3290 * as the input texture coordinates for this stage's texture transformation. This
3291 * equates roughly to EYE_LINEAR */
3293 glMatrixMode(GL_MODELVIEW);
3294 glPushMatrix();
3295 glLoadIdentity();
3296 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3297 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3298 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3299 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3300 glPopMatrix();
3301 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3303 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3304 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3305 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3306 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3308 glEnable(GL_TEXTURE_GEN_S);
3309 glEnable(GL_TEXTURE_GEN_T);
3310 glEnable(GL_TEXTURE_GEN_R);
3311 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3313 break;
3315 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3316 /* Note that NV_TEXGEN_REFLECTION support is implied when
3317 * ARB_TEXTURE_CUBE_MAP is supported */
3318 if (!context->gl_info->supported[NV_TEXGEN_REFLECTION])
3320 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3321 break;
3324 glMatrixMode(GL_MODELVIEW);
3325 glPushMatrix();
3326 glLoadIdentity();
3327 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3328 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3329 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3330 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3331 glPopMatrix();
3332 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3334 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3335 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3336 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3337 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3339 glEnable(GL_TEXTURE_GEN_S);
3340 glEnable(GL_TEXTURE_GEN_T);
3341 glEnable(GL_TEXTURE_GEN_R);
3342 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3344 break;
3346 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3347 /* Note that NV_TEXGEN_REFLECTION support is implied when
3348 * ARB_TEXTURE_CUBE_MAP is supported */
3349 if (!context->gl_info->supported[NV_TEXGEN_REFLECTION])
3351 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3352 break;
3355 glMatrixMode(GL_MODELVIEW);
3356 glPushMatrix();
3357 glLoadIdentity();
3358 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3359 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3360 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3361 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3362 glPopMatrix();
3363 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3365 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3366 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3367 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3368 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3370 glEnable(GL_TEXTURE_GEN_S);
3371 glEnable(GL_TEXTURE_GEN_T);
3372 glEnable(GL_TEXTURE_GEN_R);
3373 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3375 break;
3377 case WINED3DTSS_TCI_SPHEREMAP:
3378 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3379 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3380 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3382 glEnable(GL_TEXTURE_GEN_S);
3383 glEnable(GL_TEXTURE_GEN_T);
3384 glDisable(GL_TEXTURE_GEN_R);
3385 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3387 break;
3389 default:
3390 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3391 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3392 glDisable(GL_TEXTURE_GEN_S);
3393 glDisable(GL_TEXTURE_GEN_T);
3394 glDisable(GL_TEXTURE_GEN_R);
3395 glDisable(GL_TEXTURE_GEN_Q);
3396 checkGLcall("Disable texgen.");
3398 break;
3401 /* Update the texture matrix */
3402 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3403 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3406 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3407 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3408 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3409 * and do all the things linked to it
3410 * TODO: Tidy that up to reload only the arrays of the changed unit
3412 GLuint curVBO = context->gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3414 unloadTexCoords(context);
3415 loadTexCoords(context, stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3419 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3421 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3423 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3424 * has an update pending
3426 if(isStateDirty(context, STATE_VDECL) ||
3427 isStateDirty(context, STATE_PIXELSHADER)) {
3428 return;
3431 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3434 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3436 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3438 if (stateblock->pixelShader && stage != 0
3439 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
3441 /* The pixel shader has to know the luminance scale. Do a constants update if it
3442 * isn't scheduled anyway
3444 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3445 !isStateDirty(context, STATE_PIXELSHADER)) {
3446 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3451 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3453 const DWORD sampler = state - STATE_SAMPLER(0);
3454 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3456 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3458 if(!texture) return;
3459 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3460 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3461 * scaling is reapplied or removed, the texture matrix has to be reapplied
3463 * The mapped stage is already active because the sampler() function below, which is part of the
3464 * misc pipeline
3466 if(sampler < MAX_TEXTURES) {
3467 const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3469 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3471 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3472 else context->lastWasPow2Texture &= ~(1 << sampler);
3473 transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3478 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3480 DWORD sampler = state - STATE_SAMPLER(0);
3481 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3482 const struct wined3d_gl_info *gl_info = context->gl_info;
3483 union {
3484 float f;
3485 DWORD d;
3486 } tmpvalue;
3488 TRACE("Sampler: %d\n", sampler);
3489 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3490 * only has to bind textures and set the per texture states
3493 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3495 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3496 return;
3499 if (mapped_stage >= gl_info->limits.combined_samplers)
3501 return;
3503 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3504 checkGLcall("glActiveTextureARB");
3506 if(stateblock->textures[sampler]) {
3507 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3508 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3509 tex_impl->baseTexture.internal_preload(stateblock->textures[sampler], srgb ? SRGB_SRGB : SRGB_RGB);
3510 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3511 basetexture_apply_state_changes(stateblock->textures[sampler],
3512 stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3514 if (context->gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3516 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3517 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3518 GL_TEXTURE_LOD_BIAS_EXT,
3519 tmpvalue.f);
3520 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3523 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3525 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3526 /* If color keying is enabled update the alpha test, it depends on the existence
3527 * of a color key in stage 0
3529 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3533 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3534 if (!tex_impl->baseTexture.pow2Matrix_identity) {
3535 IWineD3DDeviceImpl* d3ddevice = stateblock->wineD3DDevice;
3536 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3537 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3540 else if (mapped_stage < gl_info->limits.textures)
3542 if(sampler < stateblock->lowest_disabled_stage) {
3543 /* TODO: What should I do with pixel shaders here ??? */
3544 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3545 /* If color keying is enabled update the alpha test, it depends on the existence
3546 * of a color key in stage 0
3548 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3550 } /* Otherwise tex_colorop disables the stage */
3551 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3552 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3556 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3558 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3559 BOOL use_pshader = use_ps(stateblock);
3560 BOOL use_vshader = use_vs(stateblock);
3561 int i;
3563 if (use_pshader) {
3564 if(!context->last_was_pshader) {
3565 /* Former draw without a pixel shader, some samplers
3566 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3567 * make sure to enable them
3569 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3570 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3571 sampler(STATE_SAMPLER(i), stateblock, context);
3574 context->last_was_pshader = TRUE;
3575 } else {
3576 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3577 * if a different texture was bound. I don't have to do anything.
3580 } else {
3581 /* Disabled the pixel shader - color ops weren't applied
3582 * while it was enabled, so re-apply them.
3584 for(i=0; i < MAX_TEXTURES; i++) {
3585 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3586 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3587 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3590 context->last_was_pshader = FALSE;
3593 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3594 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3596 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3597 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3602 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3604 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3605 if (stateblock->pixelShader && stage != 0
3606 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
3608 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3609 * anyway
3611 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3612 !isStateDirty(context, STATE_PIXELSHADER)) {
3613 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3618 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3620 /* This function is called by transform_view below if the view matrix was changed too
3622 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3623 * does not always update the world matrix, only on a switch between transformed
3624 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3625 * draw, but that should be rather rare and cheaper in total.
3627 glMatrixMode(GL_MODELVIEW);
3628 checkGLcall("glMatrixMode");
3630 if(context->last_was_rhw) {
3631 glLoadIdentity();
3632 checkGLcall("glLoadIdentity()");
3633 } else {
3634 /* In the general case, the view matrix is the identity matrix */
3635 if (stateblock->wineD3DDevice->view_ident) {
3636 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3637 checkGLcall("glLoadMatrixf");
3638 } else {
3639 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3640 checkGLcall("glLoadMatrixf");
3641 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3642 checkGLcall("glMultMatrixf");
3647 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3649 UINT index = state - STATE_CLIPPLANE(0);
3651 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3653 return;
3656 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3657 if(!use_vs(stateblock)) {
3658 glMatrixMode(GL_MODELVIEW);
3659 glPushMatrix();
3660 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3661 } else {
3662 /* with vertex shaders, clip planes are not transformed in direct3d,
3663 * in OpenGL they are still transformed by the model view.
3664 * Use this to swap the y coordinate if necessary
3666 glMatrixMode(GL_MODELVIEW);
3667 glPushMatrix();
3668 glLoadIdentity();
3669 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3672 TRACE("Clipplane [%f,%f,%f,%f]\n",
3673 stateblock->clipplane[index][0],
3674 stateblock->clipplane[index][1],
3675 stateblock->clipplane[index][2],
3676 stateblock->clipplane[index][3]);
3677 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3678 checkGLcall("glClipPlane");
3680 glPopMatrix();
3683 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3685 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3686 GLenum glMat;
3687 TRACE("Setting world matrix %d\n", matrix);
3689 if (matrix >= context->gl_info->limits.blends)
3691 WARN("Unsupported blend matrix set\n");
3692 return;
3693 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3694 return;
3697 /* GL_MODELVIEW0_ARB: 0x1700
3698 * GL_MODELVIEW1_ARB: 0x850a
3699 * GL_MODELVIEW2_ARB: 0x8722
3700 * GL_MODELVIEW3_ARB: 0x8723
3701 * etc
3702 * GL_MODELVIEW31_ARB: 0x873F
3704 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3705 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3707 glMatrixMode(glMat);
3708 checkGLcall("glMatrixMode(glMat)");
3710 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3711 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3713 if(stateblock->wineD3DDevice->view_ident) {
3714 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3715 checkGLcall("glLoadMatrixf");
3716 } else {
3717 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3718 checkGLcall("glLoadMatrixf");
3719 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3720 checkGLcall("glMultMatrixf");
3724 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3726 static BOOL once = FALSE;
3728 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3729 case WINED3DVBF_1WEIGHTS:
3730 case WINED3DVBF_2WEIGHTS:
3731 case WINED3DVBF_3WEIGHTS:
3732 if(!once) {
3733 once = TRUE;
3734 /* TODO: Implement vertex blending in drawStridedSlow */
3735 FIXME("Vertex blending enabled, but not supported by hardware\n");
3737 break;
3739 case WINED3DVBF_TWEENING:
3740 WARN("Tweening not supported yet\n");
3744 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3746 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3748 switch(val) {
3749 case WINED3DVBF_1WEIGHTS:
3750 case WINED3DVBF_2WEIGHTS:
3751 case WINED3DVBF_3WEIGHTS:
3752 glEnable(GL_VERTEX_BLEND_ARB);
3753 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3755 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3756 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3758 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3760 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3761 unsigned int i;
3762 for (i = 1; i < context->gl_info->limits.blends; ++i)
3764 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3766 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3769 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3771 break;
3773 case WINED3DVBF_DISABLE:
3774 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3775 glDisable(GL_VERTEX_BLEND_ARB);
3776 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3777 break;
3779 case WINED3DVBF_TWEENING:
3780 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3781 * vertex weights in the vertices?
3782 * For now we don't report that as supported, so a warn should suffice
3784 WARN("Tweening not supported yet\n");
3785 break;
3789 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3791 const struct wined3d_light_info *light = NULL;
3792 unsigned int k;
3794 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3795 * NOTE: We have to reset the positions even if the light/plane is not currently
3796 * enabled, since the call to enable it will not reset the position.
3797 * NOTE2: Apparently texture transforms do NOT need reapplying
3800 glMatrixMode(GL_MODELVIEW);
3801 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3802 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3803 checkGLcall("glLoadMatrixf(...)");
3805 /* Reset lights. TODO: Call light apply func */
3806 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3807 light = stateblock->activeLights[k];
3808 if(!light) continue;
3809 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3810 checkGLcall("glLightfv posn");
3811 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3812 checkGLcall("glLightfv dirn");
3815 /* Reset Clipping Planes */
3816 for (k = 0; k < context->gl_info->limits.clipplanes; ++k)
3818 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3819 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3823 if(context->last_was_rhw) {
3824 glLoadIdentity();
3825 checkGLcall("glLoadIdentity()");
3826 /* No need to update the world matrix, the identity is fine */
3827 return;
3830 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3831 * No need to do it here if the state is scheduled for update.
3833 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3834 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3837 /* Avoid looping over a number of matrices if the app never used the functionality */
3838 if (stateblock->wineD3DDevice->vertexBlendUsed)
3840 for (k = 1; k < context->gl_info->limits.blends; ++k)
3842 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3843 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3849 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3851 glMatrixMode(GL_PROJECTION);
3852 checkGLcall("glMatrixMode(GL_PROJECTION)");
3853 glLoadIdentity();
3854 checkGLcall("glLoadIdentity");
3856 if(context->last_was_rhw) {
3857 double X, Y, height, width, minZ, maxZ;
3859 X = stateblock->viewport.X;
3860 Y = stateblock->viewport.Y;
3861 height = stateblock->viewport.Height;
3862 width = stateblock->viewport.Width;
3863 minZ = stateblock->viewport.MinZ;
3864 maxZ = stateblock->viewport.MaxZ;
3866 if(!stateblock->wineD3DDevice->untransformed) {
3867 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3868 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3869 * suppress depth clipping. This can be done because it is an orthogonal projection and
3870 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3871 * Persia 3D need this.
3873 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3874 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3875 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3876 * to the viewer.
3878 * Also note that this breaks z comparison against z values filled in with clear,
3879 * but no app depending on that and disabled clipping has been found yet. Comparing
3880 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3881 * surface removal.
3883 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3884 * but this would break Z buffer operation. Raising the range to something less than
3885 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3886 * problem either.
3888 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3889 if (context->render_offscreen)
3891 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3892 } else {
3893 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3895 } else {
3896 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3897 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3898 * unmodified to opengl.
3900 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3901 * replacement shader.
3903 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3904 if (context->render_offscreen)
3906 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3907 } else {
3908 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3911 checkGLcall("glOrtho");
3913 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3914 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3915 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3917 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3918 * render everything upside down when rendering offscreen. */
3919 if (context->render_offscreen)
3921 glScalef(1.0f, -1.0f, 1.0f);
3922 checkGLcall("glScalef");
3924 } else {
3925 /* The rule is that the window coordinate 0 does not correspond to the
3926 beginning of the first pixel, but the center of the first pixel.
3927 As a consequence if you want to correctly draw one line exactly from
3928 the left to the right end of the viewport (with all matrices set to
3929 be identity), the x coords of both ends of the line would be not
3930 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3931 instead.
3933 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3934 divide by the Width/Height, so we need the half range(1.0) to translate by
3935 half a pixel.
3937 The other fun is that d3d's output z range after the transformation is [0;1],
3938 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3939 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3940 of Z buffer precision and the clear values do not match in the z test. Thus scale
3941 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3945 * Careful with the order of operations here, we're essentially working backwards:
3946 * x = x + 1/w;
3947 * y = (y - 1/h) * flip;
3948 * z = z * 2 - 1;
3950 * Becomes:
3951 * glTranslatef(0.0, 0.0, -1.0);
3952 * glScalef(1.0, 1.0, 2.0);
3954 * glScalef(1.0, flip, 1.0);
3955 * glTranslatef(1/w, -1/h, 0.0);
3957 * This is equivalent to:
3958 * glTranslatef(1/w, -flip/h, -1.0)
3959 * glScalef(1.0, flip, 2.0);
3962 /* Translate by slightly less than a half pixel to force a top-left
3963 * filling convention. We want the difference to be large enough that
3964 * it doesn't get lost due to rounding inside the driver, but small
3965 * enough to prevent it from interfering with any anti-aliasing. */
3966 GLfloat xoffset = (63.0f / 64.0f) / stateblock->viewport.Width;
3967 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
3969 if (context->render_offscreen)
3971 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3972 * render everything upside down when rendering offscreen. */
3973 glTranslatef(xoffset, -yoffset, -1.0f);
3974 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3975 glScalef(1.0f, -1.0f, 2.0f);
3976 } else {
3977 glTranslatef(xoffset, yoffset, -1.0f);
3978 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3979 glScalef(1.0f, 1.0f, 2.0f);
3981 checkGLcall("glScalef");
3983 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3984 checkGLcall("glLoadMatrixf");
3988 /* This should match any arrays loaded in loadVertexData.
3989 * TODO: Only load / unload arrays if we have to.
3991 static inline void unloadVertexData(const struct wined3d_context *context)
3993 glDisableClientState(GL_VERTEX_ARRAY);
3994 glDisableClientState(GL_NORMAL_ARRAY);
3995 glDisableClientState(GL_COLOR_ARRAY);
3996 if (context->gl_info->supported[EXT_SECONDARY_COLOR])
3998 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4000 if (context->gl_info->supported[ARB_VERTEX_BLEND])
4002 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4004 unloadTexCoords(context);
4007 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context, int i)
4009 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4010 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4012 context->numbered_array_mask &= ~(1 << i);
4015 /* This should match any arrays loaded in loadNumberedArrays
4016 * TODO: Only load / unload arrays if we have to.
4018 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4020 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4021 GLint maxAttribs = 16;
4022 int i;
4024 /* Leave all the attribs disabled */
4025 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4026 /* MESA does not support it right not */
4027 if (glGetError() != GL_NO_ERROR)
4028 maxAttribs = 16;
4029 for (i = 0; i < maxAttribs; ++i) {
4030 unload_numbered_array(stateblock, context, i);
4034 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4035 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4037 GLuint curVBO = context->gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4038 int i;
4039 const UINT *offset = stateblock->streamOffset;
4040 struct wined3d_buffer *vb;
4041 DWORD_PTR shift_index;
4043 /* Default to no instancing */
4044 stateblock->wineD3DDevice->instancedDraw = FALSE;
4046 for (i = 0; i < MAX_ATTRIBS; i++) {
4047 if (!(stream_info->use_map & (1 << i)))
4049 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4050 continue;
4053 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4054 if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
4056 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4057 stateblock->wineD3DDevice->instancedDraw = TRUE;
4058 continue;
4061 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4063 if (stream_info->elements[i].stride)
4065 if (curVBO != stream_info->elements[i].buffer_object)
4067 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4068 checkGLcall("glBindBufferARB");
4069 curVBO = stream_info->elements[i].buffer_object;
4071 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4072 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4073 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4074 * vbo we won't be load converted attributes anyway
4076 if (curVBO && vb->conversion_shift)
4078 TRACE("Loading attribute from shifted buffer\n");
4079 TRACE("Attrib %d has original stride %d, new stride %d\n",
4080 i, stream_info->elements[i].stride, vb->conversion_stride);
4081 TRACE("Original offset %p, additional offset 0x%08x\n",
4082 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4083 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
4084 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
4085 shift_index = shift_index % stream_info->elements[i].stride;
4086 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4087 stream_info->elements[i].format_desc->gl_vtx_type,
4088 stream_info->elements[i].format_desc->gl_normalized,
4089 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4090 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4091 + offset[stream_info->elements[i].stream_idx]));
4093 } else {
4094 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4095 stream_info->elements[i].format_desc->gl_vtx_type,
4096 stream_info->elements[i].format_desc->gl_normalized,
4097 stream_info->elements[i].stride, stream_info->elements[i].data
4098 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4099 + offset[stream_info->elements[i].stream_idx]));
4102 if (!(context->numbered_array_mask & (1 << i)))
4104 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4105 context->numbered_array_mask |= (1 << i);
4107 } else {
4108 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4109 * set up the attribute statically. But we have to figure out the system memory address.
4111 const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
4112 if (stream_info->elements[i].buffer_object)
4114 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4115 ptr += (long) buffer_get_sysmem(vb);
4118 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4120 switch (stream_info->elements[i].format_desc->format)
4122 case WINED3DFMT_R32_FLOAT:
4123 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4124 break;
4125 case WINED3DFMT_R32G32_FLOAT:
4126 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4127 break;
4128 case WINED3DFMT_R32G32B32_FLOAT:
4129 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4130 break;
4131 case WINED3DFMT_R32G32B32A32_FLOAT:
4132 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4133 break;
4135 case WINED3DFMT_R8G8B8A8_UINT:
4136 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4137 break;
4138 case WINED3DFMT_B8G8R8A8_UNORM:
4139 if (context->gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
4141 const DWORD *src = (const DWORD *)ptr;
4142 DWORD c = *src & 0xff00ff00;
4143 c |= (*src & 0xff0000) >> 16;
4144 c |= (*src & 0xff) << 16;
4145 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4146 break;
4148 /* else fallthrough */
4149 case WINED3DFMT_R8G8B8A8_UNORM:
4150 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4151 break;
4153 case WINED3DFMT_R16G16_SINT:
4154 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4155 break;
4156 case WINED3DFMT_R16G16B16A16_SINT:
4157 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4158 break;
4160 case WINED3DFMT_R16G16_SNORM:
4162 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4163 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4164 break;
4166 case WINED3DFMT_R16G16_UNORM:
4168 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4169 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4170 break;
4172 case WINED3DFMT_R16G16B16A16_SNORM:
4173 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4174 break;
4175 case WINED3DFMT_R16G16B16A16_UNORM:
4176 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4177 break;
4179 case WINED3DFMT_R10G10B10A2_UINT:
4180 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4181 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4182 break;
4183 case WINED3DFMT_R10G10B10A2_SNORM:
4184 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4185 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4186 break;
4188 case WINED3DFMT_R16G16_FLOAT:
4189 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4190 * byte float according to the IEEE standard
4192 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4193 break;
4194 case WINED3DFMT_R16G16B16A16_FLOAT:
4195 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4196 break;
4198 default:
4199 ERR("Unexpected declaration in stride 0 attributes\n");
4200 break;
4205 checkGLcall("Loading numbered arrays");
4208 /* Used from 2 different functions, and too big to justify making it inlined */
4209 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4210 const struct wined3d_stream_info *si)
4212 const UINT *offset = stateblock->streamOffset;
4213 GLuint curVBO = context->gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4214 const struct wined3d_stream_info_element *e;
4216 TRACE("Using fast vertex array code\n");
4218 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4219 stateblock->wineD3DDevice->instancedDraw = FALSE;
4221 /* Blend Data ---------------------------------------------- */
4222 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4223 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4225 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4227 if (context->gl_info->supported[ARB_VERTEX_BLEND])
4229 TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4230 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4232 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4233 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4235 GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4237 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4238 WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) ,
4239 sd->u.s.blendWeights.dwStride,
4240 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4242 if (curVBO != e->buffer_object)
4244 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4245 checkGLcall("glBindBufferARB");
4246 curVBO = e->buffer_object;
4249 GL_EXTCALL(glWeightPointerARB)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4250 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4252 checkGLcall("glWeightPointerARB");
4254 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4256 static BOOL warned;
4257 if (!warned)
4259 FIXME("blendMatrixIndices support\n");
4260 warned = TRUE;
4263 } else {
4264 /* TODO: support blends in drawStridedSlow
4265 * No need to write a FIXME here, this is done after the general vertex decl decoding
4267 WARN("unsupported blending in openGl\n");
4270 else
4272 if (context->gl_info->supported[ARB_VERTEX_BLEND])
4274 static const GLbyte one = 1;
4275 GL_EXTCALL(glWeightbvARB(1, &one));
4276 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4280 /* Point Size ----------------------------------------------*/
4281 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4283 /* no such functionality in the fixed function GL pipeline */
4284 TRACE("Cannot change ptSize here in openGl\n");
4285 /* TODO: Implement this function in using shaders if they are available */
4288 /* Vertex Pointers -----------------------------------------*/
4289 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4291 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n", e->stride, e->size, e->data));
4293 e = &si->elements[WINED3D_FFP_POSITION];
4294 if (curVBO != e->buffer_object)
4296 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4297 checkGLcall("glBindBufferARB");
4298 curVBO = e->buffer_object;
4301 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4302 handling for rhw mode should not impact screen position whereas in GL it does.
4303 This may result in very slightly distorted textures in rhw mode.
4304 There's always the other option of fixing the view matrix to
4305 prevent w from having any effect.
4307 This only applies to user pointer sources, in VBOs the vertices are fixed up
4309 if (!e->buffer_object)
4311 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4312 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4313 } else {
4314 glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4315 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4317 checkGLcall("glVertexPointer(...)");
4318 glEnableClientState(GL_VERTEX_ARRAY);
4319 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4322 /* Normals -------------------------------------------------*/
4323 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4325 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n", e->stride, e->data));
4327 e = &si->elements[WINED3D_FFP_NORMAL];
4328 if (curVBO != e->buffer_object)
4330 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4331 checkGLcall("glBindBufferARB");
4332 curVBO = e->buffer_object;
4334 glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4335 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4336 checkGLcall("glNormalPointer(...)");
4337 glEnableClientState(GL_NORMAL_ARRAY);
4338 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4340 } else {
4341 glNormal3f(0, 0, 0);
4342 checkGLcall("glNormal3f(0, 0, 0)");
4345 /* Diffuse Colour --------------------------------------------*/
4346 /* WARNING: Data here MUST be in RGBA format, so cannot */
4347 /* go directly into fast mode from app pgm, because */
4348 /* directx requires data in BGRA format. */
4349 /* currently fixupVertices swizzles the format, but this isn't*/
4350 /* very practical when using VBOs */
4351 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4352 /* , or the user doesn't care and wants the speed advantage */
4354 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4356 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4358 e = &si->elements[WINED3D_FFP_DIFFUSE];
4359 if (curVBO != e->buffer_object)
4361 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4362 checkGLcall("glBindBufferARB");
4363 curVBO = e->buffer_object;
4366 glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4367 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4368 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4369 glEnableClientState(GL_COLOR_ARRAY);
4370 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4372 } else {
4373 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4374 checkGLcall("glColor4f(1, 1, 1, 1)");
4377 /* Specular Colour ------------------------------------------*/
4378 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4380 TRACE("setting specular colour\n");
4381 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4383 e = &si->elements[WINED3D_FFP_SPECULAR];
4384 if (context->gl_info->supported[EXT_SECONDARY_COLOR])
4386 GLenum type = e->format_desc->gl_vtx_type;
4387 GLint format = e->format_desc->gl_vtx_format;
4389 if (curVBO != e->buffer_object)
4391 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4392 checkGLcall("glBindBufferARB");
4393 curVBO = e->buffer_object;
4396 if (format != 4 || (context->gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4398 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4399 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4400 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4401 * 4 component secondary colors use it
4403 GL_EXTCALL(glSecondaryColorPointerEXT)(format, type,
4404 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4405 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4407 else
4409 switch(type)
4411 case GL_UNSIGNED_BYTE:
4412 GL_EXTCALL(glSecondaryColorPointerEXT)(3, GL_UNSIGNED_BYTE,
4413 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4414 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4415 break;
4417 default:
4418 FIXME("Add 4 component specular color pointers for type %x\n", type);
4419 /* Make sure that the right color component is dropped */
4420 GL_EXTCALL(glSecondaryColorPointerEXT)(3, type,
4421 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4422 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4425 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4426 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4427 } else {
4429 /* Missing specular color is not critical, no warnings */
4430 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4433 else
4435 if (context->gl_info->supported[EXT_SECONDARY_COLOR])
4437 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4438 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4439 } else {
4441 /* Missing specular color is not critical, no warnings */
4442 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4446 /* Texture coords -------------------------------------------*/
4447 loadTexCoords(context, stateblock, si, &curVBO);
4450 static inline void drawPrimitiveTraceDataLocations(const struct wined3d_stream_info *dataLocations)
4452 /* Dump out what parts we have supplied */
4453 TRACE("Strided Data:\n");
4454 TRACE_STRIDED((dataLocations), WINED3D_FFP_POSITION);
4455 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDWEIGHT);
4456 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDINDICES);
4457 TRACE_STRIDED((dataLocations), WINED3D_FFP_NORMAL);
4458 TRACE_STRIDED((dataLocations), WINED3D_FFP_PSIZE);
4459 TRACE_STRIDED((dataLocations), WINED3D_FFP_DIFFUSE);
4460 TRACE_STRIDED((dataLocations), WINED3D_FFP_SPECULAR);
4461 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD0);
4462 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD1);
4463 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD2);
4464 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD3);
4465 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD4);
4466 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD5);
4467 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD6);
4468 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD7);
4470 return;
4473 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4475 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4476 BOOL fixup = FALSE;
4477 struct wined3d_stream_info *dataLocations = &device->strided_streams;
4478 BOOL useVertexShaderFunction;
4479 BOOL load_numbered = FALSE;
4480 BOOL load_named = FALSE;
4482 useVertexShaderFunction = (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader) ? TRUE : FALSE;
4484 if(device->up_strided) {
4485 /* Note: this is a ddraw fixed-function code path */
4486 TRACE("================ Strided Input ===================\n");
4487 device_stream_info_from_strided(context->gl_info, device->up_strided, dataLocations);
4489 if(TRACE_ON(d3d)) {
4490 drawPrimitiveTraceDataLocations(dataLocations);
4492 } else {
4493 /* Note: This is a fixed function or shader codepath.
4494 * This means it must handle both types of strided data.
4495 * Shaders must go through here to zero the strided data, even if they
4496 * don't set any declaration at all
4498 TRACE("================ Vertex Declaration ===================\n");
4499 device_stream_info_from_declaration(device, useVertexShaderFunction, dataLocations, &fixup);
4502 if (dataLocations->position_transformed) useVertexShaderFunction = FALSE;
4504 if(useVertexShaderFunction) {
4505 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4506 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4507 device->useDrawStridedSlow = TRUE;
4508 } else {
4509 load_numbered = TRUE;
4510 device->useDrawStridedSlow = FALSE;
4513 else
4515 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
4516 slow_mask |= -!context->gl_info->supported[EXT_VERTEX_ARRAY_BGRA]
4517 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
4519 if (fixup || (!dataLocations->position_transformed
4520 && !(dataLocations->use_map & slow_mask)))
4522 /* Load the vertex data using named arrays */
4523 load_named = TRUE;
4524 device->useDrawStridedSlow = FALSE;
4526 else
4528 TRACE("Not loading vertex data\n");
4529 device->useDrawStridedSlow = TRUE;
4533 if (context->numberedArraysLoaded && !load_numbered)
4535 unloadNumberedArrays(stateblock, context);
4536 context->numberedArraysLoaded = FALSE;
4537 context->numbered_array_mask = 0;
4539 else if (context->namedArraysLoaded)
4541 unloadVertexData(context);
4542 context->namedArraysLoaded = FALSE;
4545 if (load_numbered)
4547 TRACE("Loading numbered arrays\n");
4548 loadNumberedArrays(stateblock, dataLocations, context);
4549 context->numberedArraysLoaded = TRUE;
4551 else if (load_named)
4553 TRACE("Loading vertex data\n");
4554 loadVertexData(context, stateblock, dataLocations);
4555 context->namedArraysLoaded = TRUE;
4559 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4561 const struct wined3d_gl_info *gl_info = context->gl_info;
4562 BOOL updateFog = FALSE;
4563 BOOL useVertexShaderFunction = use_vs(stateblock);
4564 BOOL usePixelShaderFunction = use_ps(stateblock);
4565 BOOL transformed;
4566 /* Some stuff is in the device until we have per context tracking */
4567 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4568 BOOL wasrhw = context->last_was_rhw;
4569 unsigned int i;
4571 transformed = device->strided_streams.position_transformed;
4572 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4573 updateFog = TRUE;
4576 /* Reapply lighting if it is not scheduled for reapplication already */
4577 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4578 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4581 if (transformed) {
4582 context->last_was_rhw = TRUE;
4583 } else {
4585 /* Untransformed, so relies on the view and projection matrices */
4586 context->last_was_rhw = FALSE;
4587 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4588 device->untransformed = TRUE;
4590 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4591 * Not needed as long as only hw shaders are supported
4594 /* This sets the shader output position correction constants.
4595 * TODO: Move to the viewport state
4597 if (useVertexShaderFunction)
4599 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4600 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4601 device->posFixup[3] = device->posFixup[1] * yoffset;
4605 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4606 * off this function will be called again anyway to make sure they're properly set
4608 if(!useVertexShaderFunction) {
4609 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4610 * or transformed / untransformed was switched
4612 if(wasrhw != context->last_was_rhw &&
4613 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4614 !isStateDirty(context, STATE_VIEWPORT)) {
4615 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4617 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4618 * mode.
4620 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4621 * this check will fail and the matrix not applied again. This is OK because a simple
4622 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4623 * needs of the vertex declaration.
4625 * World and view matrix go into the same gl matrix, so only apply them when neither is
4626 * dirty
4628 if(transformed != wasrhw &&
4629 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4630 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4631 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4634 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4635 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4638 if(context->last_was_vshader) {
4639 updateFog = TRUE;
4640 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4641 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4643 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4645 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4648 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4649 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4651 } else {
4652 if(!context->last_was_vshader) {
4653 static BOOL warned = FALSE;
4654 if(!device->vs_clipping) {
4655 /* Disable all clip planes to get defined results on all drivers. See comment in the
4656 * state_clipping state handler
4658 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4660 glDisable(GL_CLIP_PLANE0 + i);
4661 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4664 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4665 FIXME("Clipping not supported with vertex shaders\n");
4666 warned = TRUE;
4669 if(wasrhw) {
4670 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4671 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4672 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4673 * fixed function vertex processing states back in a sane state before switching to shaders
4675 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4676 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4678 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4679 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4682 updateFog = TRUE;
4684 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4685 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4686 * device->vs_clipping is false.
4688 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4690 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4695 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4696 * application
4698 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4699 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4701 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4702 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4706 context->last_was_vshader = useVertexShaderFunction;
4708 if(updateFog) {
4709 device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4711 if(!useVertexShaderFunction) {
4712 int i;
4713 for(i = 0; i < MAX_TEXTURES; i++) {
4714 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4715 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4721 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4723 UINT width, height;
4724 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4725 WINED3DVIEWPORT vp = stateblock->viewport;
4727 if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4728 if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4730 glDepthRange(vp.MinZ, vp.MaxZ);
4731 checkGLcall("glDepthRange");
4732 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4734 if (context->render_offscreen)
4736 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4737 } else {
4738 target->get_drawable_size(context, &width, &height);
4740 glViewport(vp.X,
4741 (height - (vp.Y + vp.Height)),
4742 vp.Width, vp.Height);
4745 checkGLcall("glViewport");
4748 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4750 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4752 stateblock->wineD3DDevice->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
4753 stateblock->wineD3DDevice->posFixup[3] = stateblock->wineD3DDevice->posFixup[1] * yoffset;
4755 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4756 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4758 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4759 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4763 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4765 UINT Index = state - STATE_ACTIVELIGHT(0);
4766 const struct wined3d_light_info *lightInfo = stateblock->activeLights[Index];
4768 if(!lightInfo) {
4769 glDisable(GL_LIGHT0 + Index);
4770 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4771 } else {
4772 float quad_att;
4773 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4775 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4776 glMatrixMode(GL_MODELVIEW);
4777 glPushMatrix();
4778 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4780 /* Diffuse: */
4781 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4782 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4783 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4784 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4785 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4786 checkGLcall("glLightfv");
4788 /* Specular */
4789 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4790 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4791 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4792 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4793 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4794 checkGLcall("glLightfv");
4796 /* Ambient */
4797 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4798 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4799 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4800 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4801 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4802 checkGLcall("glLightfv");
4804 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4805 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4806 } else {
4807 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4810 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4811 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4812 * Attenuation0 to NaN and crashes in the gl lib
4815 switch (lightInfo->OriginalParms.Type) {
4816 case WINED3DLIGHT_POINT:
4817 /* Position */
4818 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4819 checkGLcall("glLightfv");
4820 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4821 checkGLcall("glLightf");
4822 /* Attenuation - Are these right? guessing... */
4823 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4824 checkGLcall("glLightf");
4825 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4826 checkGLcall("glLightf");
4827 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4828 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4829 checkGLcall("glLightf");
4830 /* FIXME: Range */
4831 break;
4833 case WINED3DLIGHT_SPOT:
4834 /* Position */
4835 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4836 checkGLcall("glLightfv");
4837 /* Direction */
4838 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4839 checkGLcall("glLightfv");
4840 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4841 checkGLcall("glLightf");
4842 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4843 checkGLcall("glLightf");
4844 /* Attenuation - Are these right? guessing... */
4845 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4846 checkGLcall("glLightf");
4847 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4848 checkGLcall("glLightf");
4849 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4850 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4851 checkGLcall("glLightf");
4852 /* FIXME: Range */
4853 break;
4855 case WINED3DLIGHT_DIRECTIONAL:
4856 /* Direction */
4857 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4858 checkGLcall("glLightfv");
4859 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4860 checkGLcall("glLightf");
4861 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4862 checkGLcall("glLightf");
4863 break;
4865 default:
4866 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4869 /* Restore the modelview matrix */
4870 glPopMatrix();
4872 glEnable(GL_LIGHT0 + Index);
4873 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4876 return;
4879 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4881 RECT *pRect = &stateblock->scissorRect;
4882 UINT height;
4883 UINT width;
4884 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4886 target->get_drawable_size(context, &width, &height);
4887 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4888 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4890 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4891 pRect->right - pRect->left, pRect->bottom - pRect->top);
4893 if (context->render_offscreen)
4895 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4896 } else {
4897 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4899 checkGLcall("glScissor");
4902 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4904 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4905 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4906 } else {
4907 struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4908 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4912 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4914 if (context->render_offscreen)
4916 glFrontFace(GL_CCW);
4917 checkGLcall("glFrontFace(GL_CCW)");
4918 } else {
4919 glFrontFace(GL_CW);
4920 checkGLcall("glFrontFace(GL_CW)");
4924 const struct StateEntryTemplate misc_state_template[] = {
4925 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4926 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4927 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4928 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4929 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4930 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4935 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4936 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4937 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4938 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4939 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4940 * vshader loadings are untied from each other
4942 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4943 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4944 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4945 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4946 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4947 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4948 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4949 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4950 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4951 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4952 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4953 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4954 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4955 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4956 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4957 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4958 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4959 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4960 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4961 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4962 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4963 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4964 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4965 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4966 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4967 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4968 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4969 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4970 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4971 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4972 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4973 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4974 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4975 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4976 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4977 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4978 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4979 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4980 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4981 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4982 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4983 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4984 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4985 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4986 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4987 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4988 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4989 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4990 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4991 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4993 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4994 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4995 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5032 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5035 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5036 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5037 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5038 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5040 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5041 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5042 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5043 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5044 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5045 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5046 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5047 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5048 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5049 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5050 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5052 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5053 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5056 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5057 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5058 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5059 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5060 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5061 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5062 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5063 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5064 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5065 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5066 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5068 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5069 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5070 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5071 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5072 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5073 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5074 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5075 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5076 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5077 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5078 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5079 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5080 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5081 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5082 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5083 /* Samplers */
5084 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5085 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5086 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5087 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5088 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5089 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5090 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5091 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5092 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5093 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5094 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5095 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5096 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5097 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5098 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5099 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5100 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5101 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5102 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5103 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5104 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5107 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5108 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5109 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5110 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5111 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5112 /* Clip planes */
5113 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5114 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5115 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5116 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5117 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5118 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5119 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5120 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5121 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5122 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5123 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5124 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5125 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5126 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5127 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5128 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5129 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5130 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5131 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5132 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5133 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5134 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5135 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5136 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5137 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5138 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5139 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5140 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5141 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5142 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5143 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5144 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5145 /* Lights */
5146 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5147 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5148 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5149 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5150 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5151 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5152 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5153 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5154 /* Viewport */
5155 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5156 /* Transform states follow */
5157 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5424 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5425 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5426 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5427 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5428 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5429 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5430 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5431 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5432 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5433 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5434 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5435 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5436 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5437 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5438 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5439 /* Fog */
5440 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5441 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5442 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5443 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5444 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5445 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5446 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5447 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5448 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5449 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5450 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5451 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5452 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5453 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5454 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5455 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5456 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5457 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5458 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5459 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5460 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5461 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5462 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5463 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5464 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5465 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5466 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5467 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5468 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5469 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5470 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5471 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5472 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5473 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5475 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5476 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5477 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5478 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5479 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5480 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5481 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5482 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5483 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5484 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5485 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5486 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5487 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5488 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5489 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5490 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5491 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5492 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5493 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5494 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5495 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5496 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5497 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5498 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5499 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5502 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5503 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5542 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5543 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5544 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5545 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5546 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5547 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5548 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5549 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5550 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5551 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5552 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5553 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5554 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5555 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5556 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5557 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5558 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5559 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5560 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5561 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5562 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5563 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5564 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5565 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5566 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5567 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5568 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5569 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5570 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5571 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5572 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5573 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5574 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5575 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5576 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5577 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5578 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5579 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5580 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5581 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5582 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5583 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5584 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5585 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, WINED3D_GL_EXT_NONE },
5586 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5587 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5588 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5589 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5590 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5591 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5592 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5593 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5594 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5595 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5596 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5597 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5598 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5599 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5600 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5601 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5602 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5604 #undef GLINFO_LOCATION
5606 /* Context activation is done by the caller. */
5607 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5609 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype,
5610 const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5612 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5613 WINED3DTEXOPCAPS_ADDSIGNED |
5614 WINED3DTEXOPCAPS_ADDSIGNED2X |
5615 WINED3DTEXOPCAPS_MODULATE |
5616 WINED3DTEXOPCAPS_MODULATE2X |
5617 WINED3DTEXOPCAPS_MODULATE4X |
5618 WINED3DTEXOPCAPS_SELECTARG1 |
5619 WINED3DTEXOPCAPS_SELECTARG2 |
5620 WINED3DTEXOPCAPS_DISABLE;
5622 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5623 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5624 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5626 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5627 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5628 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5629 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5630 WINED3DTEXOPCAPS_LERP |
5631 WINED3DTEXOPCAPS_SUBTRACT;
5633 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5634 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5636 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5637 WINED3DTEXOPCAPS_MULTIPLYADD |
5638 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5639 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5640 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5642 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5643 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5645 pCaps->MaxTextureBlendStages = gl_info->limits.texture_stages;
5646 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5649 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5650 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5651 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5653 if (TRACE_ON(d3d))
5655 TRACE("Checking support for fixup:\n");
5656 dump_color_fixup_desc(fixup);
5659 /* We only support identity conversions. */
5660 if (is_identity_fixup(fixup))
5662 TRACE("[OK]\n");
5663 return TRUE;
5666 TRACE("[FAILED]\n");
5667 return FALSE;
5670 const struct fragment_pipeline ffp_fragment_pipeline = {
5671 ffp_enable,
5672 ffp_fragment_get_caps,
5673 ffp_fragment_alloc,
5674 ffp_fragment_free,
5675 ffp_color_fixup_supported,
5676 ffp_fragmentstate_template,
5677 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5680 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5682 unsigned int i;
5683 for(i = 0; funcs[i]; i++);
5684 return i;
5687 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5689 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5690 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5693 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5695 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5696 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5697 stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5700 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5701 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5702 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5704 unsigned int i, type, handlers;
5705 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5706 const struct StateEntryTemplate *cur;
5707 BOOL set[STATE_HIGHEST + 1];
5709 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5711 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5712 StateTable[i].representative = 0;
5713 StateTable[i].apply = state_undefined;
5716 for(type = 0; type < 3; type++) {
5717 /* This switch decides the order in which the states are applied */
5718 switch(type) {
5719 case 0: cur = misc; break;
5720 case 1: cur = fragment->states; break;
5721 case 2: cur = vertex; break;
5722 default: cur = NULL; /* Stupid compiler */
5724 if(!cur) continue;
5726 /* GL extension filtering should not prevent multiple handlers being applied from different
5727 * pipeline parts
5729 memset(set, 0, sizeof(set));
5731 for(i = 0; cur[i].state; i++) {
5732 APPLYSTATEFUNC *funcs_array;
5734 /* Only use the first matching state with the available extension from one template.
5735 * e.g.
5736 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5737 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5739 * if GL_XYZ_fancy is supported, ignore the 2nd line
5741 if(set[cur[i].state]) continue;
5742 /* Skip state lines depending on unsupported extensions */
5743 if (!gl_info->supported[cur[i].extension]) continue;
5744 set[cur[i].state] = TRUE;
5745 /* In some cases having an extension means that nothing has to be
5746 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5747 * supported, the texture coordinate fixup can be ignored. If the
5748 * apply function is used, mark the state set(done above) to prevent
5749 * applying later lines, but do not record anything in the state
5750 * table
5752 if(!cur[i].content.apply) continue;
5754 handlers = num_handlers(multistate_funcs[cur[i].state]);
5755 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5756 switch(handlers) {
5757 case 0:
5758 StateTable[cur[i].state].apply = cur[i].content.apply;
5759 break;
5760 case 1:
5761 StateTable[cur[i].state].apply = multistate_apply_2;
5762 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5764 sizeof(**dev_multistate_funcs) * 2);
5765 if (!dev_multistate_funcs[cur[i].state]) {
5766 goto out_of_mem;
5769 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5770 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5771 break;
5772 case 2:
5773 StateTable[cur[i].state].apply = multistate_apply_3;
5774 funcs_array = HeapReAlloc(GetProcessHeap(),
5776 dev_multistate_funcs[cur[i].state],
5777 sizeof(**dev_multistate_funcs) * 3);
5778 if (!funcs_array) {
5779 goto out_of_mem;
5782 dev_multistate_funcs[cur[i].state] = funcs_array;
5783 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5784 break;
5785 default:
5786 ERR("Unexpected amount of state handlers for state %u: %u\n",
5787 cur[i].state, handlers + 1);
5790 if(StateTable[cur[i].state].representative &&
5791 StateTable[cur[i].state].representative != cur[i].content.representative) {
5792 FIXME("State %u has different representatives in different pipeline parts\n",
5793 cur[i].state);
5795 StateTable[cur[i].state].representative = cur[i].content.representative;
5799 return WINED3D_OK;
5801 out_of_mem:
5802 for (i = 0; i <= STATE_HIGHEST; ++i) {
5803 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5806 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5808 return E_OUTOFMEMORY;