wined3d: Verify state representatives represent themselves.
[wine.git] / dlls / wined3d / state.c
blob893e0edaf4955324e2eeffbfe302e03d4bfe62cd
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 #define GLINFO_LOCATION (*context->gl_info)
40 /* GL locking for state handlers is done by the caller. */
42 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
44 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
46 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
47 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
49 if(STATE_IS_RENDER(state)) {
50 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
51 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
52 } else {
53 /* Shouldn't have an unknown type here */
54 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
58 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
60 ERR("Undefined state.\n");
63 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
65 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
67 switch(Value) {
68 case WINED3DFILL_POINT:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
71 break;
72 case WINED3DFILL_WIREFRAME:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
75 break;
76 case WINED3DFILL_SOLID:
77 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
78 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
79 break;
80 default:
81 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
85 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
87 /* Lighting is not enabled if transformed vertices are drawn
88 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
89 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
90 * vertex declaration applying function calls this function for updating
93 if(isStateDirty(context, STATE_VDECL)) {
94 return;
97 if (stateblock->renderState[WINED3DRS_LIGHTING]
98 && !stateblock->device->strided_streams.position_transformed)
100 glEnable(GL_LIGHTING);
101 checkGLcall("glEnable GL_LIGHTING");
102 } else {
103 glDisable(GL_LIGHTING);
104 checkGLcall("glDisable GL_LIGHTING");
108 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
110 /* No z test without depth stencil buffers */
111 if (!stateblock->device->stencilBufferTarget)
113 TRACE("No Z buffer - disabling depth test\n");
114 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
115 checkGLcall("glDisable GL_DEPTH_TEST");
116 return;
119 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
120 case WINED3DZB_FALSE:
121 glDisable(GL_DEPTH_TEST);
122 checkGLcall("glDisable GL_DEPTH_TEST");
123 break;
124 case WINED3DZB_TRUE:
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 break;
128 case WINED3DZB_USEW:
129 glEnable(GL_DEPTH_TEST);
130 checkGLcall("glEnable GL_DEPTH_TEST");
131 FIXME("W buffer is not well handled\n");
132 break;
133 default:
134 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
138 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
140 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
141 * switch
143 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
144 case WINED3DCULL_NONE:
145 glDisable(GL_CULL_FACE);
146 checkGLcall("glDisable GL_CULL_FACE");
147 break;
148 case WINED3DCULL_CW:
149 glEnable(GL_CULL_FACE);
150 checkGLcall("glEnable GL_CULL_FACE");
151 glCullFace(GL_FRONT);
152 checkGLcall("glCullFace(GL_FRONT)");
153 break;
154 case WINED3DCULL_CCW:
155 glEnable(GL_CULL_FACE);
156 checkGLcall("glEnable GL_CULL_FACE");
157 glCullFace(GL_BACK);
158 checkGLcall("glCullFace(GL_BACK)");
159 break;
160 default:
161 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
165 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
167 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
168 case WINED3DSHADE_FLAT:
169 glShadeModel(GL_FLAT);
170 checkGLcall("glShadeModel(GL_FLAT)");
171 break;
172 case WINED3DSHADE_GOURAUD:
173 glShadeModel(GL_SMOOTH);
174 checkGLcall("glShadeModel(GL_SMOOTH)");
175 break;
176 case WINED3DSHADE_PHONG:
177 FIXME("WINED3DSHADE_PHONG isn't supported\n");
178 break;
179 default:
180 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
184 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
186 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
187 glEnable(GL_DITHER);
188 checkGLcall("glEnable GL_DITHER");
189 } else {
190 glDisable(GL_DITHER);
191 checkGLcall("glDisable GL_DITHER");
195 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
197 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
198 * this has to be merged with ZENABLE and ZFUNC
200 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
201 glDepthMask(1);
202 checkGLcall("glDepthMask(1)");
203 } else {
204 glDepthMask(0);
205 checkGLcall("glDepthMask(0)");
209 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
211 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
213 if(glParm) {
214 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
215 static BOOL once = FALSE;
216 /* There are a few issues with this: First, our inability to
217 * select a proper Z depth, most of the time we're stuck with
218 * D24S8, even if the app selects D32 or D16. There seem to be
219 * some other precision problems which have to be debugged to
220 * make NOTEQUAL and EQUAL work properly
222 if(!once) {
223 once = TRUE;
224 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
228 glDepthFunc(glParm);
229 checkGLcall("glDepthFunc");
233 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
235 float col[4];
236 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
238 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
239 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
240 checkGLcall("glLightModel for MODEL_AMBIENT");
243 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
245 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
246 int srcBlend = GL_ZERO;
247 int dstBlend = GL_ZERO;
249 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
250 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
251 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
252 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
254 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
255 * The d3d9 visual test confirms the behavior. */
256 if (context->render_offscreen
257 && !(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
259 glDisable(GL_BLEND);
260 checkGLcall("glDisable GL_BLEND");
261 return;
262 } else {
263 glEnable(GL_BLEND);
264 checkGLcall("glEnable GL_BLEND");
266 } else {
267 glDisable(GL_BLEND);
268 checkGLcall("glDisable GL_BLEND");
269 /* Nothing more to do - get out */
270 return;
273 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
274 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
275 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
276 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
277 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
278 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
279 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
280 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
281 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
283 /* To compensate the lack of format switching with backbuffer offscreen rendering,
284 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
285 * if the render target doesn't support alpha blending. A nonexistent alpha channel
286 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
288 case WINED3DBLEND_DESTALPHA :
289 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
290 break;
291 case WINED3DBLEND_INVDESTALPHA :
292 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
293 break;
295 case WINED3DBLEND_SRCALPHASAT :
296 dstBlend = GL_SRC_ALPHA_SATURATE;
297 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
298 break;
300 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
301 * values which are still valid up to d3d9. They should not occur as dest blend values
303 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
304 srcBlend = GL_SRC_ALPHA;
305 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
306 break;
308 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
309 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
310 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
311 break;
313 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
314 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
315 default:
316 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
319 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
320 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
321 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
322 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
323 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
324 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
325 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
326 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
327 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
328 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
330 case WINED3DBLEND_DESTALPHA :
331 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
332 break;
333 case WINED3DBLEND_INVDESTALPHA :
334 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
335 break;
337 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
338 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
339 break;
341 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
342 dstBlend = GL_SRC_ALPHA;
343 break;
345 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
346 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
347 default:
348 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
351 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
352 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
353 glEnable(GL_LINE_SMOOTH);
354 checkGLcall("glEnable(GL_LINE_SMOOTH)");
355 if(srcBlend != GL_SRC_ALPHA) {
356 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
358 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
359 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
361 } else {
362 glDisable(GL_LINE_SMOOTH);
363 checkGLcall("glDisable(GL_LINE_SMOOTH)");
366 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
367 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
368 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
371 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
372 int srcBlendAlpha = GL_ZERO;
373 int dstBlendAlpha = GL_ZERO;
375 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
376 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
378 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
379 return;
382 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
383 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
384 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
385 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
386 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
387 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
388 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
389 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
390 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
391 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
392 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
393 case WINED3DBLEND_SRCALPHASAT :
394 dstBlend = GL_SRC_ALPHA_SATURATE;
395 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
396 break;
397 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
398 * values which are still valid up to d3d9. They should not occur as dest blend values
400 case WINED3DBLEND_BOTHSRCALPHA :
401 dstBlendAlpha = GL_SRC_ALPHA;
402 srcBlendAlpha = GL_SRC_ALPHA;
403 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
404 break;
405 case WINED3DBLEND_BOTHINVSRCALPHA :
406 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
407 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
408 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
409 break;
410 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
411 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
412 default:
413 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
416 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
417 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
418 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
419 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
420 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
421 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
422 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
423 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
424 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
425 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
426 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
427 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
428 case WINED3DBLEND_BOTHSRCALPHA :
429 srcBlendAlpha = GL_SRC_ALPHA;
430 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 break;
432 case WINED3DBLEND_BOTHINVSRCALPHA :
433 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
434 dstBlendAlpha = GL_SRC_ALPHA;
435 break;
436 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
437 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
438 default:
439 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
442 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
443 checkGLcall("glBlendFuncSeparateEXT");
444 } else {
445 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
446 glBlendFunc(srcBlend, dstBlend);
447 checkGLcall("glBlendFunc");
450 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
451 so it may need updating */
452 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE])
453 stateblock_apply_state(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 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
507 context->last_was_ckey = enable_ckey;
509 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
510 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
511 glEnable(GL_ALPHA_TEST);
512 checkGLcall("glEnable GL_ALPHA_TEST");
513 } else {
514 glDisable(GL_ALPHA_TEST);
515 checkGLcall("glDisable GL_ALPHA_TEST");
516 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
517 * enable call
519 return;
522 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
523 glParm = GL_NOTEQUAL;
524 ref = 0.0f;
525 } else {
526 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
527 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
529 if(glParm) {
530 glAlphaFunc(glParm, ref);
531 checkGLcall("glAlphaFunc");
535 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
537 const struct wined3d_gl_info *gl_info = context->gl_info;
538 DWORD enable = 0xFFFFFFFF;
539 DWORD disable = 0x00000000;
541 if (!stateblock->device->vs_clipping && use_vs(stateblock))
543 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
544 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
545 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
546 * of that - don't do anything here and keep them disabled
548 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
549 static BOOL warned = FALSE;
550 if(!warned) {
551 FIXME("Clipping not supported with vertex shaders\n");
552 warned = TRUE;
555 return;
558 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
559 * of already set values
562 /* If enabling / disabling all
563 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
565 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
566 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
567 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
568 if (gl_info->supported[ARB_DEPTH_CLAMP])
570 glDisable(GL_DEPTH_CLAMP);
571 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
573 } else {
574 disable = 0xffffffff;
575 enable = 0x00;
576 if (gl_info->supported[ARB_DEPTH_CLAMP])
578 glEnable(GL_DEPTH_CLAMP);
579 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
581 else
583 FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
587 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
588 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
589 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
590 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
591 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
592 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
594 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
595 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
596 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
597 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
598 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
599 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
601 /** update clipping status */
602 if (enable) {
603 stateblock->clip_status.ClipUnion = 0;
604 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
605 } else {
606 stateblock->clip_status.ClipUnion = 0;
607 stateblock->clip_status.ClipIntersection = 0;
611 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
613 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
616 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
618 int blendEquation = GL_FUNC_ADD;
619 int blendEquationAlpha = GL_FUNC_ADD;
621 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
622 if (stateblock->renderState[WINED3DRS_BLENDOPALPHA]
623 && !context->gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
625 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
626 return;
629 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
630 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
631 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
632 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
633 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
634 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
635 default:
636 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
639 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
640 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
641 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
642 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
643 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
644 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
645 default:
646 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
649 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
650 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
651 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
652 checkGLcall("glBlendEquationSeparateEXT");
653 } else {
654 TRACE("glBlendEquation(%x)\n", blendEquation);
655 GL_EXTCALL(glBlendEquationEXT(blendEquation));
656 checkGLcall("glBlendEquation");
660 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
662 const struct wined3d_gl_info *gl_info = context->gl_info;
663 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
664 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
665 * specular color. This is wrong:
666 * Separate specular color means the specular colour is maintained separately, whereas
667 * single color means it is merged in. However in both cases they are being used to
668 * some extent.
669 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
670 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
671 * running 1.4 yet!
674 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
675 * Instead, we need to setup the FinalCombiner properly.
677 * The default setup for the FinalCombiner is:
679 * <variable> <input> <mapping> <usage>
680 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
681 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
682 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
683 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
684 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
685 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
686 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
688 * That's pretty much fine as it is, except for variable B, which needs to take
689 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
690 * whether WINED3DRS_SPECULARENABLE is enabled or not.
693 TRACE("Setting specular enable state and materials\n");
694 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
695 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
696 checkGLcall("glMaterialfv");
698 if (stateblock->material.Power > gl_info->limits.shininess)
700 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
701 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
702 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
703 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
704 * them, it should be safe to do so without major visual distortions.
706 WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
707 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
708 } else {
709 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
711 checkGLcall("glMaterialf(GL_SHININESS)");
713 if (gl_info->supported[EXT_SECONDARY_COLOR])
715 glEnable(GL_COLOR_SUM_EXT);
717 else
719 TRACE("Specular colors cannot be enabled in this version of opengl\n");
721 checkGLcall("glEnable(GL_COLOR_SUM)");
723 if (gl_info->supported[NV_REGISTER_COMBINERS])
725 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
726 checkGLcall("glFinalCombinerInputNV()");
728 } else {
729 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
731 /* for the case of enabled lighting: */
732 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
733 checkGLcall("glMaterialfv");
735 /* for the case of disabled lighting: */
736 if (gl_info->supported[EXT_SECONDARY_COLOR])
738 glDisable(GL_COLOR_SUM_EXT);
740 else
742 TRACE("Specular colors cannot be disabled in this version of opengl\n");
744 checkGLcall("glDisable(GL_COLOR_SUM)");
746 if (gl_info->supported[NV_REGISTER_COMBINERS])
748 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
749 checkGLcall("glFinalCombinerInputNV()");
753 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
754 stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
755 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
756 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
757 stateblock->material.Ambient.r, stateblock->material.Ambient.g,
758 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
759 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
760 stateblock->material.Specular.r, stateblock->material.Specular.g,
761 stateblock->material.Specular.b, stateblock->material.Specular.a);
762 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
763 stateblock->material.Emissive.r, stateblock->material.Emissive.g,
764 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
766 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
767 checkGLcall("glMaterialfv(GL_AMBIENT)");
768 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
769 checkGLcall("glMaterialfv(GL_DIFFUSE)");
770 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
771 checkGLcall("glMaterialfv(GL_EMISSION)");
774 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
776 unsigned int i;
778 /* Note the texture color applies to all textures whereas
779 * GL_TEXTURE_ENV_COLOR applies to active only
781 float col[4];
782 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
784 /* And now the default texture color as well */
785 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
787 /* Note the WINED3DRS value applies to all textures, but GL has one
788 * per texture, so apply it now ready to be used!
790 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
791 checkGLcall("glActiveTextureARB");
793 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
794 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
798 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
799 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
801 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
802 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
803 GL_EXTCALL(glActiveStencilFaceEXT(face));
804 checkGLcall("glActiveStencilFaceEXT(...)");
805 glStencilFunc(func, ref, mask);
806 checkGLcall("glStencilFunc(...)");
807 glStencilOp(stencilFail, depthFail, stencilPass);
808 checkGLcall("glStencilOp(...)");
811 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
813 const struct wined3d_gl_info *gl_info = context->gl_info;
814 DWORD onesided_enable = FALSE;
815 DWORD twosided_enable = FALSE;
816 GLint func = GL_ALWAYS;
817 GLint func_ccw = GL_ALWAYS;
818 GLint ref = 0;
819 GLuint mask = 0;
820 GLint stencilFail = GL_KEEP;
821 GLint depthFail = GL_KEEP;
822 GLint stencilPass = GL_KEEP;
823 GLint stencilFail_ccw = GL_KEEP;
824 GLint depthFail_ccw = GL_KEEP;
825 GLint stencilPass_ccw = GL_KEEP;
827 /* No stencil test without a stencil buffer. */
828 if (!stateblock->device->stencilBufferTarget)
830 glDisable(GL_STENCIL_TEST);
831 checkGLcall("glDisable GL_STENCIL_TEST");
832 return;
835 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
836 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
837 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
838 func = GL_ALWAYS;
839 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
840 func_ccw = GL_ALWAYS;
841 ref = stateblock->renderState[WINED3DRS_STENCILREF];
842 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
843 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
844 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
845 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
846 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
847 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
848 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
850 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
851 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
852 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
853 onesided_enable, twosided_enable, ref, mask,
854 func, stencilFail, depthFail, stencilPass,
855 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
857 if (twosided_enable && onesided_enable) {
858 glEnable(GL_STENCIL_TEST);
859 checkGLcall("glEnable GL_STENCIL_TEST");
861 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
863 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
864 * which has an effect on the code below too. If we apply the front face
865 * afterwards, we are sure that the active stencil face is set to front,
866 * and other stencil functions which do not use two sided stencil do not have
867 * to set it back
869 renderstate_stencil_twosided(context, GL_BACK,
870 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
871 renderstate_stencil_twosided(context, GL_FRONT,
872 func, ref, mask, stencilFail, depthFail, stencilPass);
874 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
876 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
877 checkGLcall("glStencilFuncSeparateATI(...)");
878 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
879 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
880 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
881 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
882 } else {
883 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
886 else if(onesided_enable)
888 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
890 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
891 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
894 /* This code disables the ATI extension as well, since the standard stencil functions are equal
895 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
897 glEnable(GL_STENCIL_TEST);
898 checkGLcall("glEnable GL_STENCIL_TEST");
899 glStencilFunc(func, ref, mask);
900 checkGLcall("glStencilFunc(...)");
901 glStencilOp(stencilFail, depthFail, stencilPass);
902 checkGLcall("glStencilOp(...)");
903 } else {
904 glDisable(GL_STENCIL_TEST);
905 checkGLcall("glDisable GL_STENCIL_TEST");
909 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
911 DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
913 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
914 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
915 glStencilMask(mask);
916 checkGLcall("glStencilMask");
917 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
918 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
919 glStencilMask(mask);
922 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
924 DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
926 glStencilMask(mask);
927 checkGLcall("glStencilMask");
930 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
933 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
935 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
937 /* Table fog on: Never use fog coords, and use per-fragment fog */
938 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
939 glHint(GL_FOG_HINT, GL_NICEST);
940 if(context->fog_coord) {
941 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
942 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
943 context->fog_coord = FALSE;
945 return;
948 /* Otherwise use per-vertex fog in any case */
949 glHint(GL_FOG_HINT, GL_FASTEST);
951 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
952 /* No fog at all, or transformed vertices: Use fog coord */
953 if(!context->fog_coord) {
954 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
955 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
956 context->fog_coord = TRUE;
958 } else {
959 /* Otherwise, use the fragment depth */
960 if(context->fog_coord) {
961 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
962 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
963 context->fog_coord = FALSE;
968 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
970 float fogstart, fogend;
971 union {
972 DWORD d;
973 float f;
974 } tmpvalue;
976 switch(context->fog_source) {
977 case FOGSOURCE_VS:
978 fogstart = 1.0f;
979 fogend = 0.0f;
980 break;
982 case FOGSOURCE_COORD:
983 fogstart = 255.0f;
984 fogend = 0.0f;
985 break;
987 case FOGSOURCE_FFP:
988 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
989 fogstart = tmpvalue.f;
990 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
991 fogend = tmpvalue.f;
992 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
993 if(fogstart == fogend) {
994 fogstart = -1.0f / 0.0f;
995 fogend = 0.0f;
997 break;
999 default:
1000 /* This should not happen.context->fog_source is set in wined3d, not the app.
1001 * Still this is needed to make the compiler happy
1003 ERR("Unexpected fog coordinate source\n");
1004 fogstart = 0.0f;
1005 fogend = 0.0f;
1008 glFogf(GL_FOG_START, fogstart);
1009 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1010 TRACE("Fog Start == %f\n", fogstart);
1012 glFogf(GL_FOG_END, fogend);
1013 checkGLcall("glFogf(GL_FOG_END, fogend)");
1014 TRACE("Fog End == %f\n", fogend);
1017 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1019 enum fogsource new_source;
1021 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1023 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
1024 /* No fog? Disable it, and we're done :-) */
1025 glDisableWINE(GL_FOG);
1026 checkGLcall("glDisable GL_FOG");
1027 return;
1030 /* Fog Rules:
1032 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1033 * It can use the Z value of the vertex, or the alpha component of the specular color.
1034 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1035 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1036 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1038 * FOGTABLEMODE != NONE:
1039 * The Z value is used, with the equation specified, no matter what vertex type.
1041 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1042 * Per vertex fog is calculated using the specified fog equation and the parameters
1044 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1045 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1046 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1049 * Rules for vertex fog with shaders:
1051 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1052 * the fog computation to happen during transformation while openGL expects it to happen
1053 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1054 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1055 * To solve this problem, WineD3D does:
1056 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1057 * shader,
1058 * and 2) disables the fog computation (in either the fixed function or programmable
1059 * rasterizer) if using a vertex program.
1061 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1062 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1063 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1064 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1065 * There are some GL differences between specular fog coords and vertex shaders though.
1067 * With table fog the vertex shader fog coordinate is ignored.
1069 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1070 * without shaders).
1073 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1074 * the system will apply only pixel(=table) fog effects."
1076 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1077 if(use_vs(stateblock)) {
1078 glFogi(GL_FOG_MODE, GL_LINEAR);
1079 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1080 new_source = FOGSOURCE_VS;
1081 } else {
1082 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1083 /* If processed vertices are used, fall through to the NONE case */
1084 case WINED3DFOG_EXP:
1085 if(!context->last_was_rhw) {
1086 glFogi(GL_FOG_MODE, GL_EXP);
1087 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1088 new_source = FOGSOURCE_FFP;
1089 break;
1091 /* drop through */
1093 case WINED3DFOG_EXP2:
1094 if(!context->last_was_rhw) {
1095 glFogi(GL_FOG_MODE, GL_EXP2);
1096 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1097 new_source = FOGSOURCE_FFP;
1098 break;
1100 /* drop through */
1102 case WINED3DFOG_LINEAR:
1103 if(!context->last_was_rhw) {
1104 glFogi(GL_FOG_MODE, GL_LINEAR);
1105 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1106 new_source = FOGSOURCE_FFP;
1107 break;
1109 /* drop through */
1111 case WINED3DFOG_NONE:
1112 /* Both are none? According to msdn the alpha channel of the specular
1113 * color contains a fog factor. Set it in drawStridedSlow.
1114 * Same happens with Vertexfog on transformed vertices
1116 new_source = FOGSOURCE_COORD;
1117 glFogi(GL_FOG_MODE, GL_LINEAR);
1118 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1119 break;
1121 default:
1122 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1123 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1126 } else {
1127 new_source = FOGSOURCE_FFP;
1129 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1130 case WINED3DFOG_EXP:
1131 glFogi(GL_FOG_MODE, GL_EXP);
1132 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1133 break;
1135 case WINED3DFOG_EXP2:
1136 glFogi(GL_FOG_MODE, GL_EXP2);
1137 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1138 break;
1140 case WINED3DFOG_LINEAR:
1141 glFogi(GL_FOG_MODE, GL_LINEAR);
1142 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1143 break;
1145 case WINED3DFOG_NONE: /* Won't happen */
1146 default:
1147 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1151 glEnableWINE(GL_FOG);
1152 checkGLcall("glEnable GL_FOG");
1153 if(new_source != context->fog_source) {
1154 context->fog_source = new_source;
1155 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1159 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1161 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1162 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1166 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1168 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1169 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1170 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1171 } else {
1172 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1173 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1177 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1179 float col[4];
1180 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1181 glFogfv(GL_FOG_COLOR, &col[0]);
1182 checkGLcall("glFog GL_FOG_COLOR");
1185 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1187 union {
1188 DWORD d;
1189 float f;
1190 } tmpvalue;
1191 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1192 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1193 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1196 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1198 IWineD3DDeviceImpl *device = stateblock->device;
1199 GLenum Parm = 0;
1201 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1202 * The vertex declaration will call this function if the fixed function pipeline is used.
1205 if(isStateDirty(context, STATE_VDECL)) {
1206 return;
1209 context->num_untracked_materials = 0;
1210 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1211 && stateblock->renderState[WINED3DRS_COLORVERTEX])
1213 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1214 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1215 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1216 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1217 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1219 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1220 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1221 Parm = GL_AMBIENT_AND_DIFFUSE;
1222 } else {
1223 Parm = GL_DIFFUSE;
1225 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1226 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1227 context->num_untracked_materials++;
1229 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1230 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1231 context->num_untracked_materials++;
1233 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1234 Parm = GL_AMBIENT;
1235 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1236 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1237 context->num_untracked_materials++;
1239 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1240 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1241 context->num_untracked_materials++;
1243 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1244 Parm = GL_EMISSION;
1245 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1246 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1247 context->num_untracked_materials++;
1249 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1250 Parm = GL_SPECULAR;
1254 /* Nothing changed, return. */
1255 if (Parm == context->tracking_parm) return;
1257 if(!Parm) {
1258 glDisable(GL_COLOR_MATERIAL);
1259 checkGLcall("glDisable GL_COLOR_MATERIAL");
1260 } else {
1261 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1262 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1263 glEnable(GL_COLOR_MATERIAL);
1264 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1267 /* Apparently calls to glMaterialfv are ignored for properties we're
1268 * tracking with glColorMaterial, so apply those here. */
1269 switch (context->tracking_parm) {
1270 case GL_AMBIENT_AND_DIFFUSE:
1271 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1272 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1273 checkGLcall("glMaterialfv");
1274 break;
1276 case GL_DIFFUSE:
1277 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1278 checkGLcall("glMaterialfv");
1279 break;
1281 case GL_AMBIENT:
1282 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1283 checkGLcall("glMaterialfv");
1284 break;
1286 case GL_EMISSION:
1287 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1288 checkGLcall("glMaterialfv");
1289 break;
1291 case GL_SPECULAR:
1292 /* Only change material color if specular is enabled, otherwise it is set to black */
1293 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1294 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1295 checkGLcall("glMaterialfv");
1296 } else {
1297 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1298 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1299 checkGLcall("glMaterialfv");
1301 break;
1304 context->tracking_parm = Parm;
1307 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1309 union {
1310 DWORD d;
1311 WINED3DLINEPATTERN lp;
1312 } tmppattern;
1313 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1315 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1317 if (tmppattern.lp.wRepeatFactor) {
1318 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1319 checkGLcall("glLineStipple(repeat, linepattern)");
1320 glEnable(GL_LINE_STIPPLE);
1321 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1322 } else {
1323 glDisable(GL_LINE_STIPPLE);
1324 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1328 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1330 union {
1331 DWORD d;
1332 float f;
1333 } tmpvalue;
1335 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1336 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1337 TRACE("ZBias value %f\n", tmpvalue.f);
1338 glPolygonOffset(0, -tmpvalue.f);
1339 checkGLcall("glPolygonOffset(0, -Value)");
1340 glEnable(GL_POLYGON_OFFSET_FILL);
1341 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1342 glEnable(GL_POLYGON_OFFSET_LINE);
1343 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1344 glEnable(GL_POLYGON_OFFSET_POINT);
1345 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1346 } else {
1347 glDisable(GL_POLYGON_OFFSET_FILL);
1348 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1349 glDisable(GL_POLYGON_OFFSET_LINE);
1350 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1351 glDisable(GL_POLYGON_OFFSET_POINT);
1352 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1357 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1359 if(isStateDirty(context, STATE_VDECL)) {
1360 return;
1362 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1363 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1364 * by zero and is not properly defined in opengl, so avoid it
1366 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1367 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1369 glEnable(GL_NORMALIZE);
1370 checkGLcall("glEnable(GL_NORMALIZE);");
1371 } else {
1372 glDisable(GL_NORMALIZE);
1373 checkGLcall("glDisable(GL_NORMALIZE);");
1377 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1379 union {
1380 DWORD d;
1381 float f;
1382 } tmpvalue;
1384 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1385 if (tmpvalue.f != 1.0f)
1387 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1389 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1390 if (tmpvalue.f != 64.0f)
1392 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1397 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1399 union {
1400 DWORD d;
1401 float f;
1402 } min, max;
1404 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1405 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1407 /* Max point size trumps min point size */
1408 if(min.f > max.f) {
1409 min.f = max.f;
1412 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1413 checkGLcall("glPointParameterfEXT(...)");
1414 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1415 checkGLcall("glPointParameterfEXT(...)");
1418 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1420 union {
1421 DWORD d;
1422 float f;
1423 } min, max;
1425 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1426 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1428 /* Max point size trumps min point size */
1429 if(min.f > max.f) {
1430 min.f = max.f;
1433 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1434 checkGLcall("glPointParameterfARB(...)");
1435 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1436 checkGLcall("glPointParameterfARB(...)");
1439 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1441 const struct wined3d_gl_info *gl_info = context->gl_info;
1442 /* TODO: Group this with the viewport */
1444 * POINTSCALEENABLE controls how point size value is treated. If set to
1445 * true, the point size is scaled with respect to height of viewport.
1446 * When set to false point size is in pixels.
1449 /* Default values */
1450 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1451 union {
1452 DWORD d;
1453 float f;
1454 } pointSize, A, B, C;
1456 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1457 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1458 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1459 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1461 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1462 GLfloat scaleFactor;
1463 float h = stateblock->viewport.Height;
1465 if (pointSize.f < gl_info->limits.pointsize_min)
1467 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1468 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1469 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1470 * are less than 1.0f. scale_factor = 1.0f / point_size.
1472 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1473 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1474 * is 1.0, but then accepts points below that and draws too small points
1476 pointSize.f = gl_info->limits.pointsize_min;
1478 else if(pointSize.f > gl_info->limits.pointsize_max)
1480 /* gl already scales the input to glPointSize,
1481 * d3d scales the result after the point size scale.
1482 * If the point size is bigger than the max size, use the
1483 * scaling to scale it bigger, and set the gl point size to max
1485 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1486 TRACE("scale: %f\n", scaleFactor);
1487 pointSize.f = gl_info->limits.pointsize_max;
1488 } else {
1489 scaleFactor = 1.0f;
1491 scaleFactor = pow(h * scaleFactor, 2);
1493 att[0] = A.f / scaleFactor;
1494 att[1] = B.f / scaleFactor;
1495 att[2] = C.f / scaleFactor;
1498 if (gl_info->supported[ARB_POINT_PARAMETERS])
1500 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1501 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1503 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1505 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1506 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1507 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1508 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1511 glPointSize(pointSize.f);
1512 checkGLcall("glPointSize(...);");
1515 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1517 WARN("token: %#x\n", stateblock->renderState[WINED3DRS_DEBUGMONITORTOKEN]);
1520 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1522 DWORD mask0 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1523 DWORD mask1 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE1];
1524 DWORD mask2 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE2];
1525 DWORD mask3 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE3];
1527 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1528 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1529 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1530 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1531 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1532 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1533 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1534 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1535 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1536 checkGLcall("glColorMask(...)");
1538 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1539 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1541 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1542 mask0, mask1, mask2, mask3);
1543 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1547 static void set_color_mask(struct wined3d_context *context, UINT index, DWORD mask)
1549 GL_EXTCALL(glColorMaskIndexedEXT(index,
1550 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1551 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1552 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1553 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1556 static void state_colorwrite0(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1558 set_color_mask(context, 0, stateblock->renderState[WINED3DRS_COLORWRITEENABLE]);
1561 static void state_colorwrite1(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1563 set_color_mask(context, 1, stateblock->renderState[WINED3DRS_COLORWRITEENABLE1]);
1566 static void state_colorwrite2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1568 set_color_mask(context, 2, stateblock->renderState[WINED3DRS_COLORWRITEENABLE2]);
1571 static void state_colorwrite3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1573 set_color_mask(context, 3, stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1576 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1578 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1579 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1580 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1581 } else {
1582 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1583 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1587 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1589 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1590 TRACE("Last Pixel Drawing Enabled\n");
1591 } else {
1592 static BOOL warned;
1593 if (!warned) {
1594 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1595 warned = TRUE;
1596 } else {
1597 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1602 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1604 static BOOL warned;
1606 /* TODO: NV_POINT_SPRITE */
1607 if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1608 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1609 FIXME("Point sprites not supported\n");
1610 warned = TRUE;
1614 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1616 const struct wined3d_gl_info *gl_info = context->gl_info;
1618 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE])
1620 static BOOL warned;
1622 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1624 if (use_ps(stateblock) || stateblock->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1626 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1627 warned = TRUE;
1631 glEnable(GL_POINT_SPRITE_ARB);
1632 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1633 } else {
1634 glDisable(GL_POINT_SPRITE_ARB);
1635 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1639 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1642 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1643 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1644 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1645 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1647 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1649 TRACE("Stub\n");
1650 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1651 stateblock->renderState[WINED3DRS_WRAP1] ||
1652 stateblock->renderState[WINED3DRS_WRAP2] ||
1653 stateblock->renderState[WINED3DRS_WRAP3] ||
1654 stateblock->renderState[WINED3DRS_WRAP4] ||
1655 stateblock->renderState[WINED3DRS_WRAP5] ||
1656 stateblock->renderState[WINED3DRS_WRAP6] ||
1657 stateblock->renderState[WINED3DRS_WRAP7] ||
1658 stateblock->renderState[WINED3DRS_WRAP8] ||
1659 stateblock->renderState[WINED3DRS_WRAP9] ||
1660 stateblock->renderState[WINED3DRS_WRAP10] ||
1661 stateblock->renderState[WINED3DRS_WRAP11] ||
1662 stateblock->renderState[WINED3DRS_WRAP12] ||
1663 stateblock->renderState[WINED3DRS_WRAP13] ||
1664 stateblock->renderState[WINED3DRS_WRAP14] ||
1665 stateblock->renderState[WINED3DRS_WRAP15] ) {
1666 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported\n");
1670 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1672 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1673 WARN("Multisample antialiasing not supported by gl\n");
1677 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1679 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1680 glEnable(GL_MULTISAMPLE_ARB);
1681 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1682 } else {
1683 glDisable(GL_MULTISAMPLE_ARB);
1684 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1688 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1690 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1691 glEnable(GL_SCISSOR_TEST);
1692 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1693 } else {
1694 glDisable(GL_SCISSOR_TEST);
1695 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1699 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1700 * OpenGL the bias is specified in units of "the smallest value that is
1701 * guaranteed to produce a resolvable offset for a given implementation". To
1702 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1703 * There's no practical way to retrieve that value from a given GL
1704 * implementation, but the D3D application has essentially the same problem,
1705 * which makes a guess of 1e-6f seem reasonable here. Note that
1706 * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1707 * need to be scaled. */
1708 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1710 if (stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]
1711 || stateblock->renderState[WINED3DRS_DEPTHBIAS])
1713 union
1715 DWORD d;
1716 float f;
1717 } scale_bias, const_bias;
1719 scale_bias.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1720 const_bias.d = stateblock->renderState[WINED3DRS_DEPTHBIAS];
1722 glEnable(GL_POLYGON_OFFSET_FILL);
1723 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1725 glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
1726 checkGLcall("glPolygonOffset(...)");
1727 } else {
1728 glDisable(GL_POLYGON_OFFSET_FILL);
1729 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1733 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1735 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1736 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1737 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1738 } else {
1739 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1740 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1744 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1746 TRACE("Stub\n");
1747 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1748 FIXME(" Stippled Alpha not supported yet.\n");
1751 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1753 TRACE("Stub\n");
1754 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1755 FIXME(" Antialias not supported yet.\n");
1758 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1760 TRACE("Stub\n");
1761 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1762 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1765 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1767 TRACE("Stub\n");
1768 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1769 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1772 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1774 union {
1775 DWORD d;
1776 float f;
1777 } tmpvalue;
1778 tmpvalue.f = 1.0f;
1780 TRACE("Stub\n");
1781 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1783 static BOOL displayed = FALSE;
1785 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1786 if(!displayed)
1787 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1789 displayed = TRUE;
1793 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1795 TRACE("Stub\n");
1796 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1797 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1800 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1802 TRACE("Stub\n");
1803 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1804 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1807 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1809 TRACE("Stub\n");
1810 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1811 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1814 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1816 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1817 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1821 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1823 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1824 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1828 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1830 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1831 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1835 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1837 if(stateblock->renderState[WINED3DRS_ROP2]) {
1838 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1842 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1844 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1845 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1849 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1851 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1852 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1856 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1858 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1859 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1863 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1865 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1866 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1870 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1872 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1873 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1877 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1879 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1880 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1884 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1886 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1887 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1891 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1893 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1894 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1898 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1900 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1901 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1905 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1907 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1908 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1912 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1914 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1915 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1919 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1921 if (stateblock->renderState[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1923 FIXME("Software vertex processing not implemented.\n");
1927 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1928 #if defined (GL_VERSION_1_3)
1929 # define useext(A) A
1930 #elif defined (GL_EXT_texture_env_combine)
1931 # define useext(A) A##_EXT
1932 #elif defined (GL_ARB_texture_env_combine)
1933 # define useext(A) A##_ARB
1934 #endif
1936 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1937 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1938 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1939 * flag specifies the complement of the input should be used. */
1940 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1941 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1943 /* Calculate the operand */
1944 if (complement) {
1945 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1946 else *operand = GL_ONE_MINUS_SRC_COLOR;
1947 } else {
1948 if (from_alpha) *operand = GL_SRC_ALPHA;
1949 else *operand = GL_SRC_COLOR;
1952 /* Calculate the source */
1953 switch (arg & WINED3DTA_SELECTMASK) {
1954 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1955 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1956 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1957 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1958 case WINED3DTA_SPECULAR:
1960 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1961 * 'Secondary color' and isn't supported until base GL supports it
1962 * There is no concept of temp registers as far as I can tell
1964 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1965 *source = GL_TEXTURE;
1966 break;
1967 default:
1968 FIXME("Unrecognized texture arg %#x\n", arg);
1969 *source = GL_TEXTURE;
1970 break;
1974 /* Setup the texture operations texture stage states */
1975 static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
1976 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1978 const struct wined3d_gl_info *gl_info = context->gl_info;
1979 GLenum src1, src2, src3;
1980 GLenum opr1, opr2, opr3;
1981 GLenum comb_target;
1982 GLenum src0_target, src1_target, src2_target;
1983 GLenum opr0_target, opr1_target, opr2_target;
1984 GLenum scal_target;
1985 GLenum opr=0, invopr, src3_target, opr3_target;
1986 BOOL Handled = FALSE;
1987 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1989 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1991 /* This is called by a state handler which has the gl lock held and a context for the thread */
1993 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1994 the form (a1 <operation> a2). However, some of the more complex operations
1995 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1996 in a third parameter called a0. Therefore these are operations of the form
1997 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1999 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2000 functions below, expect their syntax to differ slightly to those listed in the
2001 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2002 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2004 if (isAlpha) {
2005 comb_target = useext(GL_COMBINE_ALPHA);
2006 src0_target = useext(GL_SOURCE0_ALPHA);
2007 src1_target = useext(GL_SOURCE1_ALPHA);
2008 src2_target = useext(GL_SOURCE2_ALPHA);
2009 opr0_target = useext(GL_OPERAND0_ALPHA);
2010 opr1_target = useext(GL_OPERAND1_ALPHA);
2011 opr2_target = useext(GL_OPERAND2_ALPHA);
2012 scal_target = GL_ALPHA_SCALE;
2014 else {
2015 comb_target = useext(GL_COMBINE_RGB);
2016 src0_target = useext(GL_SOURCE0_RGB);
2017 src1_target = useext(GL_SOURCE1_RGB);
2018 src2_target = useext(GL_SOURCE2_RGB);
2019 opr0_target = useext(GL_OPERAND0_RGB);
2020 opr1_target = useext(GL_OPERAND1_RGB);
2021 opr2_target = useext(GL_OPERAND2_RGB);
2022 scal_target = useext(GL_RGB_SCALE);
2025 /* If a texture stage references an invalid texture unit the stage just
2026 * passes through the result from the previous stage */
2027 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
2028 arg1 = WINED3DTA_CURRENT;
2029 op = WINED3DTOP_SELECTARG1;
2032 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
2033 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2034 } else {
2035 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2037 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2038 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2040 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2042 Handled = TRUE; /* Assume will be handled */
2044 /* Other texture operations require special extensions: */
2045 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2047 if (isAlpha) {
2048 opr = GL_SRC_ALPHA;
2049 invopr = GL_ONE_MINUS_SRC_ALPHA;
2050 src3_target = GL_SOURCE3_ALPHA_NV;
2051 opr3_target = GL_OPERAND3_ALPHA_NV;
2052 } else {
2053 opr = GL_SRC_COLOR;
2054 invopr = GL_ONE_MINUS_SRC_COLOR;
2055 src3_target = GL_SOURCE3_RGB_NV;
2056 opr3_target = GL_OPERAND3_RGB_NV;
2058 switch (op) {
2059 case WINED3DTOP_DISABLE: /* Only for alpha */
2060 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2061 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2062 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2063 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2064 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2065 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2066 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2067 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2068 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2069 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2070 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2071 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2072 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2073 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2074 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2075 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2076 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2077 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2078 break;
2079 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2080 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2081 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2082 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2083 if (op == WINED3DTOP_SELECTARG1) {
2084 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2085 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2086 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2087 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2088 } else {
2089 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2090 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2091 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2092 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2094 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2095 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2096 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2097 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2098 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2099 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2100 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2101 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2102 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2103 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2104 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2105 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2106 break;
2108 case WINED3DTOP_MODULATE:
2109 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2110 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2111 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2112 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2113 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2114 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2115 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2116 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2117 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2118 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2119 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2120 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2121 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2122 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2123 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2124 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2125 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2126 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2127 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2128 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2129 break;
2130 case WINED3DTOP_MODULATE2X:
2131 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2132 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2133 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2134 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2135 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2136 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2137 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2138 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2139 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2140 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2141 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2142 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2143 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2144 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2145 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2146 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2147 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2148 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2149 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2150 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2151 break;
2152 case WINED3DTOP_MODULATE4X:
2153 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2154 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2155 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2156 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2157 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2158 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2159 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2160 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2161 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2162 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2163 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2164 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2165 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2166 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2167 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2168 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2169 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2170 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2171 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2172 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2173 break;
2175 case WINED3DTOP_ADD:
2176 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2177 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2178 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2179 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2180 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2181 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2182 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2183 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2184 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2185 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2186 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2187 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2188 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2189 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2190 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2191 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2192 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2193 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2194 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2195 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2196 break;
2198 case WINED3DTOP_ADDSIGNED:
2199 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2200 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2201 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2202 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2203 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2204 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2205 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2206 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2207 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2208 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2209 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2210 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2211 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2212 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2213 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2214 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2215 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2216 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2217 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2218 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2219 break;
2221 case WINED3DTOP_ADDSIGNED2X:
2222 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2223 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2224 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2225 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2226 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2227 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2228 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2229 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2230 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2231 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2232 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2233 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2234 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2235 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2236 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2237 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2238 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2239 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2240 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2241 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2242 break;
2244 case WINED3DTOP_ADDSMOOTH:
2245 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2246 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2247 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2248 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2249 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2250 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2251 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2252 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2253 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2254 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2255 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2256 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2257 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2258 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2259 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2260 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2261 switch (opr1) {
2262 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2263 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2264 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2265 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2267 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2268 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2269 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2270 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2271 break;
2273 case WINED3DTOP_BLENDDIFFUSEALPHA:
2274 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2275 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2276 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2277 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2278 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2279 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2280 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2281 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2282 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2283 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2284 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2285 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2286 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2287 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2288 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2289 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2290 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2291 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2292 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2293 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2294 break;
2295 case WINED3DTOP_BLENDTEXTUREALPHA:
2296 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2297 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2298 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2299 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2300 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2301 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2302 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2303 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2304 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2305 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2306 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2307 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2308 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2309 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2310 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2311 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2312 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2313 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2314 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2315 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2316 break;
2317 case WINED3DTOP_BLENDFACTORALPHA:
2318 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2319 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2320 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2321 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2322 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2323 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2324 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2325 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2326 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2327 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2328 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2329 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2330 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2331 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2332 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2333 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2334 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2335 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2336 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2337 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2338 break;
2339 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2340 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2341 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2342 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2343 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2344 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2345 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2346 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2347 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2348 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2349 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2350 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2351 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2352 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2353 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2354 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2355 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2356 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2357 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2358 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2359 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2360 break;
2361 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2362 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2363 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2364 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2365 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2366 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2367 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2368 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2369 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2370 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2371 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2372 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2373 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2374 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2375 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2376 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2377 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2378 switch (opr) {
2379 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2380 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2382 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2383 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2384 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2385 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2386 break;
2387 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2388 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2389 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2390 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2391 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2392 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2393 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2394 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2395 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2396 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2397 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2398 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2399 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2400 switch (opr1) {
2401 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2402 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2404 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2405 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2406 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2407 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2408 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2409 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2410 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2411 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2412 break;
2413 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2414 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2415 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2416 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2417 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2418 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2419 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2420 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2421 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2422 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2423 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2424 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2425 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2426 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2427 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2428 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2429 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2430 switch (opr1) {
2431 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2432 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2433 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2434 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2436 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2437 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2438 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2439 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2440 break;
2441 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2442 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2443 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2444 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2445 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2446 switch (opr1) {
2447 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2448 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2449 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2450 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2452 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2453 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2454 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2455 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2456 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2457 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2458 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2459 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2460 switch (opr1) {
2461 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2462 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2464 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2465 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2466 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2467 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2468 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2469 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2470 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2471 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2472 break;
2473 case WINED3DTOP_MULTIPLYADD:
2474 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2475 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2476 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2477 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2478 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2479 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2480 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2481 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2482 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2483 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2484 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2485 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2486 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2487 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2488 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2489 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2490 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2491 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2492 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2493 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2494 break;
2496 case WINED3DTOP_BUMPENVMAP:
2500 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2501 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2503 default:
2504 Handled = FALSE;
2506 if (Handled) {
2507 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2508 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2510 return;
2512 } /* GL_NV_texture_env_combine4 */
2514 Handled = TRUE; /* Again, assume handled */
2515 switch (op) {
2516 case WINED3DTOP_DISABLE: /* Only for alpha */
2517 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2518 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2519 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2520 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2521 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2522 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2523 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2524 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2525 break;
2526 case WINED3DTOP_SELECTARG1:
2527 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2528 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2529 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2530 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2531 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2532 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2533 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2534 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2535 break;
2536 case WINED3DTOP_SELECTARG2:
2537 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2538 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2539 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2540 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2541 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2542 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2543 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2544 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2545 break;
2546 case WINED3DTOP_MODULATE:
2547 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2548 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
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_MODULATE2X:
2561 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2562 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
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, 2);
2572 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2573 break;
2574 case WINED3DTOP_MODULATE4X:
2575 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2576 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
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, 4);
2586 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2587 break;
2588 case WINED3DTOP_ADD:
2589 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2590 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2591 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2592 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2593 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2594 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2595 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2596 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2597 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2598 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2599 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2600 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2601 break;
2602 case WINED3DTOP_ADDSIGNED:
2603 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2604 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2605 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2606 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2607 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2608 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2609 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2610 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2611 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2612 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2613 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2614 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2615 break;
2616 case WINED3DTOP_ADDSIGNED2X:
2617 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2618 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2619 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2620 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2621 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2622 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2623 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2624 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2625 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2626 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2627 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2628 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2629 break;
2630 case WINED3DTOP_SUBTRACT:
2631 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2633 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2634 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2635 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2636 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2637 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2638 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2639 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2640 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2641 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2642 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2643 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2644 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2645 } else {
2646 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2648 break;
2650 case WINED3DTOP_BLENDDIFFUSEALPHA:
2651 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2652 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2653 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2654 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2655 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2656 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2657 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2658 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2659 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2660 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2661 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2662 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2663 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2664 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2665 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2666 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2667 break;
2668 case WINED3DTOP_BLENDTEXTUREALPHA:
2669 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2670 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2671 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2672 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2673 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2674 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2675 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2676 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2677 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2678 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2679 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2680 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2681 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2682 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2683 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2684 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2685 break;
2686 case WINED3DTOP_BLENDFACTORALPHA:
2687 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2688 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2689 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2690 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2691 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2692 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2693 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2694 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2695 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2696 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2697 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2698 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2699 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2700 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2701 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2702 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2703 break;
2704 case WINED3DTOP_BLENDCURRENTALPHA:
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, useext(GL_PREVIOUS));
2716 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2717 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2718 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2719 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2720 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2721 break;
2722 case WINED3DTOP_DOTPRODUCT3:
2723 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2725 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2726 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2728 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2730 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2731 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2732 } else {
2733 FIXME("This version of opengl does not support GL_DOT3\n");
2735 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2736 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2737 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2738 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2739 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2740 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2741 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2742 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2743 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2744 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2745 break;
2746 case WINED3DTOP_LERP:
2747 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2748 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2749 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2750 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2751 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2752 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2753 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2754 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2755 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2756 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2757 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2758 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2759 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2760 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2761 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2762 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2763 break;
2764 case WINED3DTOP_ADDSMOOTH:
2765 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2767 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2768 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2769 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2770 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2771 switch (opr1) {
2772 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2773 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2774 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2775 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2777 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2778 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2779 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2780 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2781 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2782 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2783 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2784 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2785 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2786 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2787 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2788 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2789 } else
2790 Handled = FALSE;
2791 break;
2792 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2793 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2795 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2796 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2797 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2798 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2799 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2800 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2801 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2802 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2803 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2804 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2805 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2806 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2807 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2808 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2809 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2810 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2811 } else
2812 Handled = FALSE;
2813 break;
2814 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2815 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2817 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2818 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2819 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2820 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2821 switch (opr1) {
2822 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2823 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2824 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2825 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2827 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2828 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2829 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2830 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2831 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2832 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2833 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2834 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2835 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2836 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2837 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2838 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2839 } else
2840 Handled = FALSE;
2841 break;
2842 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2843 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2845 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2846 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2847 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2848 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2849 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2850 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2851 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2852 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2853 switch (opr1) {
2854 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2855 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2856 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2857 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2859 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2860 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2861 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2862 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2863 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2864 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2865 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2866 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2867 } else
2868 Handled = FALSE;
2869 break;
2870 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2871 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2873 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2874 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2875 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2876 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2877 switch (opr1) {
2878 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2879 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2880 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2881 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2883 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2884 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2885 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2886 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2887 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2888 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2889 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2890 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2891 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2892 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2893 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2894 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2895 } else
2896 Handled = FALSE;
2897 break;
2898 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2899 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2901 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2902 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2903 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2904 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2905 switch (opr1) {
2906 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2907 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2908 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2909 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2911 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2912 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2913 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2914 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2915 switch (opr1) {
2916 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2917 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2918 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2919 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2921 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2922 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2923 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2924 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2925 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2926 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2927 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2928 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2929 } else
2930 Handled = FALSE;
2931 break;
2932 case WINED3DTOP_MULTIPLYADD:
2933 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2935 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2936 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2937 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2938 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2939 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2940 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2941 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2942 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2943 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2944 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2945 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2946 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2947 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2948 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2949 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2950 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2951 } else
2952 Handled = FALSE;
2953 break;
2954 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2955 case WINED3DTOP_BUMPENVMAP:
2956 if (gl_info->supported[NV_TEXTURE_SHADER2])
2958 /* Technically texture shader support without register combiners is possible, but not expected to occur
2959 * on real world cards, so for now a fixme should be enough
2961 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2963 default:
2964 Handled = FALSE;
2967 if (Handled) {
2968 BOOL combineOK = TRUE;
2969 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2971 DWORD op2;
2973 if (isAlpha) {
2974 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2975 } else {
2976 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2979 /* Note: If COMBINE4 in effect can't go back to combine! */
2980 switch (op2) {
2981 case WINED3DTOP_ADDSMOOTH:
2982 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2983 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2984 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2985 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2986 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2987 case WINED3DTOP_MULTIPLYADD:
2988 /* Ignore those implemented in both cases */
2989 switch (op) {
2990 case WINED3DTOP_SELECTARG1:
2991 case WINED3DTOP_SELECTARG2:
2992 combineOK = FALSE;
2993 Handled = FALSE;
2994 break;
2995 default:
2996 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2997 return;
3002 if (combineOK) {
3003 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
3004 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
3006 return;
3010 /* After all the extensions, if still unhandled, report fixme */
3011 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3015 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3017 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3018 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3019 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3020 const struct wined3d_gl_info *gl_info = context->gl_info;
3022 TRACE("Setting color op for stage %d\n", stage);
3024 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3025 if (use_ps(stateblock)) return;
3027 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3029 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3031 if (tex_used && mapped_stage >= gl_info->limits.textures)
3033 FIXME("Attempt to enable unsupported stage!\n");
3034 return;
3036 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3037 checkGLcall("glActiveTextureARB");
3040 if(stage >= stateblock->lowest_disabled_stage) {
3041 TRACE("Stage disabled\n");
3042 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3044 /* Disable everything here */
3045 glDisable(GL_TEXTURE_2D);
3046 checkGLcall("glDisable(GL_TEXTURE_2D)");
3047 glDisable(GL_TEXTURE_3D);
3048 checkGLcall("glDisable(GL_TEXTURE_3D)");
3049 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3051 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3052 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3054 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3056 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3057 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3060 /* All done */
3061 return;
3064 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3065 * if the sampler for this stage is dirty
3067 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3068 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3071 set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
3072 stateblock->textureState[stage][WINED3DTSS_COLOROP],
3073 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
3074 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
3075 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
3078 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3080 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3081 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3082 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3083 const struct wined3d_gl_info *gl_info = context->gl_info;
3084 DWORD op, arg1, arg2, arg0;
3086 TRACE("Setting alpha op for stage %d\n", stage);
3087 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3088 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3090 if (tex_used && mapped_stage >= gl_info->limits.textures)
3092 FIXME("Attempt to enable unsupported stage!\n");
3093 return;
3095 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3096 checkGLcall("glActiveTextureARB");
3099 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3100 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3101 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3102 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3104 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
3106 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
3108 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3110 IWineD3DSurfaceImpl *surf;
3112 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3114 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
3116 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3117 * properly. On the other hand applications can still use texture combiners apparently. This code
3118 * takes care that apps cannot remove the texture's alpha channel entirely.
3120 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3121 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3122 * and alpha component of diffuse color to draw things like translucent text and perform other
3123 * blending effects.
3125 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3126 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3127 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3128 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3129 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3130 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3131 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3132 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3133 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3134 * alpha.
3136 * What to do with multitexturing? So far no app has been found that uses color keying with
3137 * multitexturing */
3138 if (op == WINED3DTOP_DISABLE)
3140 arg1 = WINED3DTA_TEXTURE;
3141 op = WINED3DTOP_SELECTARG1;
3143 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3145 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3147 arg2 = WINED3DTA_TEXTURE;
3148 op = WINED3DTOP_MODULATE;
3150 else arg1 = WINED3DTA_TEXTURE;
3152 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3154 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3156 arg1 = WINED3DTA_TEXTURE;
3157 op = WINED3DTOP_MODULATE;
3159 else arg2 = WINED3DTA_TEXTURE;
3165 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3166 * this if block here, and the other code(color keying, texture unit selection) are the same
3168 TRACE("Setting alpha op for stage %d\n", stage);
3169 if (gl_info->supported[NV_REGISTER_COMBINERS])
3171 set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
3172 mapped_stage, stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3174 else
3176 set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
3180 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3182 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3183 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3184 BOOL generated;
3185 int coordIdx;
3187 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3188 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3190 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3191 return;
3194 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3195 if (mapped_stage >= context->gl_info->limits.textures) return;
3197 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3198 checkGLcall("glActiveTextureARB");
3199 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3200 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3202 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3203 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3204 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3205 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3206 : WINED3DFMT_UNKNOWN,
3207 stateblock->device->frag_pipe->ffp_proj_control);
3209 /* The sampler applying function calls us if this changes */
3210 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3212 if(generated) {
3213 FIXME("Non-power2 texture being used with generated texture coords\n");
3215 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3216 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3217 if (!use_ps(stateblock)) {
3218 TRACE("Non power two matrix multiply fixup\n");
3219 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3224 static void unloadTexCoords(const struct wined3d_context *context)
3226 unsigned int texture_idx;
3228 for (texture_idx = 0; texture_idx < context->gl_info->limits.texture_stages; ++texture_idx)
3230 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3231 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3235 static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
3236 const struct wined3d_stream_info *si, GLuint *curVBO)
3238 const struct wined3d_gl_info *gl_info = context->gl_info;
3239 const UINT *offset = stateblock->streamOffset;
3240 unsigned int mapped_stage = 0;
3241 unsigned int textureNo = 0;
3243 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3245 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3247 mapped_stage = stateblock->device->texUnitMap[textureNo];
3248 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3250 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3252 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3254 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3255 textureNo, mapped_stage, coordIdx, e->data);
3257 if (*curVBO != e->buffer_object)
3259 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3260 checkGLcall("glBindBufferARB");
3261 *curVBO = e->buffer_object;
3264 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3265 checkGLcall("glClientActiveTextureARB");
3267 /* The coords to supply depend completely on the fvf / vertex shader */
3268 glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3269 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3270 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3271 } else {
3272 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3275 if (gl_info->supported[NV_REGISTER_COMBINERS])
3277 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3278 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3280 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3284 checkGLcall("loadTexCoords");
3287 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3289 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3290 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3291 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3292 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3293 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3294 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3295 const struct wined3d_gl_info *gl_info = context->gl_info;
3297 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3299 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3300 return;
3303 if (mapped_stage >= gl_info->limits.fragment_samplers)
3305 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3306 return;
3308 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3309 checkGLcall("glActiveTextureARB");
3311 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3313 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3314 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3315 * means use the vertex position (camera-space) as the input texture coordinates
3316 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3317 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3318 * to the TEXCOORDINDEX value
3320 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3322 case WINED3DTSS_TCI_PASSTHRU:
3323 /* Use the specified texture coordinates contained within the
3324 * vertex format. This value resolves to zero. */
3325 glDisable(GL_TEXTURE_GEN_S);
3326 glDisable(GL_TEXTURE_GEN_T);
3327 glDisable(GL_TEXTURE_GEN_R);
3328 glDisable(GL_TEXTURE_GEN_Q);
3329 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3330 break;
3332 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3333 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3334 * as the input texture coordinates for this stage's texture transformation. This
3335 * equates roughly to EYE_LINEAR */
3337 glMatrixMode(GL_MODELVIEW);
3338 glPushMatrix();
3339 glLoadIdentity();
3340 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3341 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3342 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3343 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3344 glPopMatrix();
3345 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3347 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3348 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3349 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3350 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3352 glEnable(GL_TEXTURE_GEN_S);
3353 glEnable(GL_TEXTURE_GEN_T);
3354 glEnable(GL_TEXTURE_GEN_R);
3355 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3357 break;
3359 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3360 /* Note that NV_TEXGEN_REFLECTION support is implied when
3361 * ARB_TEXTURE_CUBE_MAP is supported */
3362 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3364 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3365 break;
3368 glMatrixMode(GL_MODELVIEW);
3369 glPushMatrix();
3370 glLoadIdentity();
3371 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3372 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3373 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3374 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3375 glPopMatrix();
3376 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3378 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3379 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3380 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3381 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3383 glEnable(GL_TEXTURE_GEN_S);
3384 glEnable(GL_TEXTURE_GEN_T);
3385 glEnable(GL_TEXTURE_GEN_R);
3386 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3388 break;
3390 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3391 /* Note that NV_TEXGEN_REFLECTION support is implied when
3392 * ARB_TEXTURE_CUBE_MAP is supported */
3393 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3395 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3396 break;
3399 glMatrixMode(GL_MODELVIEW);
3400 glPushMatrix();
3401 glLoadIdentity();
3402 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3403 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3404 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3405 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3406 glPopMatrix();
3407 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3409 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3410 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3411 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3412 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3414 glEnable(GL_TEXTURE_GEN_S);
3415 glEnable(GL_TEXTURE_GEN_T);
3416 glEnable(GL_TEXTURE_GEN_R);
3417 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3419 break;
3421 case WINED3DTSS_TCI_SPHEREMAP:
3422 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3423 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3424 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3426 glEnable(GL_TEXTURE_GEN_S);
3427 glEnable(GL_TEXTURE_GEN_T);
3428 glDisable(GL_TEXTURE_GEN_R);
3429 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3431 break;
3433 default:
3434 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3435 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3436 glDisable(GL_TEXTURE_GEN_S);
3437 glDisable(GL_TEXTURE_GEN_T);
3438 glDisable(GL_TEXTURE_GEN_R);
3439 glDisable(GL_TEXTURE_GEN_Q);
3440 checkGLcall("Disable texgen.");
3442 break;
3445 /* Update the texture matrix */
3446 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3447 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3450 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3451 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3452 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3453 * and do all the things linked to it
3454 * TODO: Tidy that up to reload only the arrays of the changed unit
3456 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3458 unloadTexCoords(context);
3459 loadTexCoords(context, stateblock, &stateblock->device->strided_streams, &curVBO);
3463 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3465 IWineD3DDeviceImpl *device = stateblock->device;
3467 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3468 * has an update pending
3470 if(isStateDirty(context, STATE_VDECL) ||
3471 isStateDirty(context, STATE_PIXELSHADER)) {
3472 return;
3475 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3478 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3480 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3482 if (stateblock->pixelShader && stage != 0
3483 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
3485 /* The pixel shader has to know the luminance scale. Do a constants update if it
3486 * isn't scheduled anyway
3488 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3489 !isStateDirty(context, STATE_PIXELSHADER)) {
3490 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3495 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3497 const DWORD sampler = state - STATE_SAMPLER(0);
3498 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3500 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3502 if(!texture) return;
3503 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3504 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3505 * scaling is reapplied or removed, the texture matrix has to be reapplied
3507 * The mapped stage is already active because the sampler() function below, which is part of the
3508 * misc pipeline
3510 if(sampler < MAX_TEXTURES) {
3511 const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3513 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3515 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3516 else context->lastWasPow2Texture &= ~(1 << sampler);
3517 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3518 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3523 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3525 DWORD sampler = state - STATE_SAMPLER(0);
3526 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3527 const struct wined3d_gl_info *gl_info = context->gl_info;
3528 union {
3529 float f;
3530 DWORD d;
3531 } tmpvalue;
3533 TRACE("Sampler: %d\n", sampler);
3534 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3535 * only has to bind textures and set the per texture states
3538 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3540 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3541 return;
3544 if (mapped_stage >= gl_info->limits.combined_samplers)
3546 return;
3548 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3549 checkGLcall("glActiveTextureARB");
3551 if(stateblock->textures[sampler]) {
3552 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3553 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3554 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3555 basetexture_apply_state_changes(stateblock->textures[sampler],
3556 stateblock->textureState[sampler], stateblock->samplerState[sampler], gl_info);
3558 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3560 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3561 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3562 GL_TEXTURE_LOD_BIAS_EXT,
3563 tmpvalue.f);
3564 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3567 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3569 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3570 /* If color keying is enabled update the alpha test, it depends on the existence
3571 * of a color key in stage 0
3573 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3577 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3578 if (!tex_impl->baseTexture.pow2Matrix_identity)
3580 IWineD3DDeviceImpl *d3ddevice = stateblock->device;
3581 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3582 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3585 else if (mapped_stage < gl_info->limits.textures)
3587 if(sampler < stateblock->lowest_disabled_stage) {
3588 /* TODO: What should I do with pixel shaders here ??? */
3589 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3590 /* If color keying is enabled update the alpha test, it depends on the existence
3591 * of a color key in stage 0
3593 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3595 } /* Otherwise tex_colorop disables the stage */
3596 glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
3597 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3601 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3603 IWineD3DDeviceImpl *device = stateblock->device;
3604 BOOL use_pshader = use_ps(stateblock);
3605 BOOL use_vshader = use_vs(stateblock);
3606 int i;
3608 if (use_pshader) {
3609 if(!context->last_was_pshader) {
3610 /* Former draw without a pixel shader, some samplers
3611 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3612 * make sure to enable them
3614 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3615 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3616 sampler(STATE_SAMPLER(i), stateblock, context);
3619 context->last_was_pshader = TRUE;
3620 } else {
3621 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3622 * if a different texture was bound. I don't have to do anything.
3625 } else {
3626 /* Disabled the pixel shader - color ops weren't applied
3627 * while it was enabled, so re-apply them. */
3628 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3630 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3631 stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3633 context->last_was_pshader = FALSE;
3636 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3637 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3639 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3640 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3645 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3647 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3648 if (stateblock->pixelShader && stage != 0
3649 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
3651 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3652 * anyway
3654 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3655 !isStateDirty(context, STATE_PIXELSHADER)) {
3656 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3661 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3663 /* This function is called by transform_view below if the view matrix was changed too
3665 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3666 * does not always update the world matrix, only on a switch between transformed
3667 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3668 * draw, but that should be rather rare and cheaper in total.
3670 glMatrixMode(GL_MODELVIEW);
3671 checkGLcall("glMatrixMode");
3673 if(context->last_was_rhw) {
3674 glLoadIdentity();
3675 checkGLcall("glLoadIdentity()");
3676 } else {
3677 /* In the general case, the view matrix is the identity matrix */
3678 if (stateblock->device->view_ident)
3680 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3681 checkGLcall("glLoadMatrixf");
3683 else
3685 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3686 checkGLcall("glLoadMatrixf");
3687 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3688 checkGLcall("glMultMatrixf");
3693 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3695 UINT index = state - STATE_CLIPPLANE(0);
3697 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3699 return;
3702 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3703 if(!use_vs(stateblock)) {
3704 glMatrixMode(GL_MODELVIEW);
3705 glPushMatrix();
3706 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3707 } else {
3708 /* with vertex shaders, clip planes are not transformed in direct3d,
3709 * in OpenGL they are still transformed by the model view.
3710 * Use this to swap the y coordinate if necessary
3712 glMatrixMode(GL_MODELVIEW);
3713 glPushMatrix();
3714 glLoadIdentity();
3715 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3718 TRACE("Clipplane [%f,%f,%f,%f]\n",
3719 stateblock->clipplane[index][0],
3720 stateblock->clipplane[index][1],
3721 stateblock->clipplane[index][2],
3722 stateblock->clipplane[index][3]);
3723 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3724 checkGLcall("glClipPlane");
3726 glPopMatrix();
3729 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3731 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3732 GLenum glMat;
3733 TRACE("Setting world matrix %d\n", matrix);
3735 if (matrix >= context->gl_info->limits.blends)
3737 WARN("Unsupported blend matrix set\n");
3738 return;
3739 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3740 return;
3743 /* GL_MODELVIEW0_ARB: 0x1700
3744 * GL_MODELVIEW1_ARB: 0x850a
3745 * GL_MODELVIEW2_ARB: 0x8722
3746 * GL_MODELVIEW3_ARB: 0x8723
3747 * etc
3748 * GL_MODELVIEW31_ARB: 0x873F
3750 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3751 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3753 glMatrixMode(glMat);
3754 checkGLcall("glMatrixMode(glMat)");
3756 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3757 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3759 if (stateblock->device->view_ident)
3761 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3762 checkGLcall("glLoadMatrixf");
3764 else
3766 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3767 checkGLcall("glLoadMatrixf");
3768 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3769 checkGLcall("glMultMatrixf");
3773 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3775 WINED3DVERTEXBLENDFLAGS f = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3776 static unsigned int once;
3778 if (f == WINED3DVBF_DISABLE) return;
3780 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3781 else WARN("Vertex blend flags %#x not supported.\n", f);
3784 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3786 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3787 static unsigned int once;
3789 switch(val) {
3790 case WINED3DVBF_1WEIGHTS:
3791 case WINED3DVBF_2WEIGHTS:
3792 case WINED3DVBF_3WEIGHTS:
3793 glEnable(GL_VERTEX_BLEND_ARB);
3794 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3796 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3797 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3799 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3801 if (!stateblock->device->vertexBlendUsed)
3803 unsigned int i;
3804 for (i = 1; i < context->gl_info->limits.blends; ++i)
3806 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3808 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3811 stateblock->device->vertexBlendUsed = TRUE;
3813 break;
3815 case WINED3DVBF_TWEENING:
3816 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3817 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3818 else WARN("Vertex blend flags %#x not supported.\n", val);
3819 /* Fall through. */
3820 case WINED3DVBF_DISABLE:
3821 glDisable(GL_VERTEX_BLEND_ARB);
3822 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3823 break;
3827 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3829 const struct wined3d_gl_info *gl_info = context->gl_info;
3830 const struct wined3d_light_info *light = NULL;
3831 unsigned int k;
3833 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3834 * NOTE: We have to reset the positions even if the light/plane is not currently
3835 * enabled, since the call to enable it will not reset the position.
3836 * NOTE2: Apparently texture transforms do NOT need reapplying
3839 glMatrixMode(GL_MODELVIEW);
3840 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3841 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3842 checkGLcall("glLoadMatrixf(...)");
3844 /* Reset lights. TODO: Call light apply func */
3845 for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3847 light = stateblock->activeLights[k];
3848 if(!light) continue;
3849 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3850 checkGLcall("glLightfv posn");
3851 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3852 checkGLcall("glLightfv dirn");
3855 /* Reset Clipping Planes */
3856 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3858 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3859 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3863 if(context->last_was_rhw) {
3864 glLoadIdentity();
3865 checkGLcall("glLoadIdentity()");
3866 /* No need to update the world matrix, the identity is fine */
3867 return;
3870 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3871 * No need to do it here if the state is scheduled for update.
3873 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3874 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3877 /* Avoid looping over a number of matrices if the app never used the functionality */
3878 if (stateblock->device->vertexBlendUsed)
3880 for (k = 1; k < gl_info->limits.blends; ++k)
3882 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3883 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3889 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3891 glMatrixMode(GL_PROJECTION);
3892 checkGLcall("glMatrixMode(GL_PROJECTION)");
3893 glLoadIdentity();
3894 checkGLcall("glLoadIdentity");
3896 if (context->last_was_rhw)
3898 double x = stateblock->viewport.X;
3899 double y = stateblock->viewport.Y;
3900 double w = stateblock->viewport.Width;
3901 double h = stateblock->viewport.Height;
3903 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3904 if (context->render_offscreen)
3905 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3906 else
3907 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3908 checkGLcall("glOrtho");
3910 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3911 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3912 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3914 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3915 * render everything upside down when rendering offscreen. */
3916 if (context->render_offscreen)
3918 glScalef(1.0f, -1.0f, 1.0f);
3919 checkGLcall("glScalef");
3921 } else {
3922 /* The rule is that the window coordinate 0 does not correspond to the
3923 beginning of the first pixel, but the center of the first pixel.
3924 As a consequence if you want to correctly draw one line exactly from
3925 the left to the right end of the viewport (with all matrices set to
3926 be identity), the x coords of both ends of the line would be not
3927 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3928 instead.
3930 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3931 divide by the Width/Height, so we need the half range(1.0) to translate by
3932 half a pixel.
3934 The other fun is that d3d's output z range after the transformation is [0;1],
3935 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3936 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3937 of Z buffer precision and the clear values do not match in the z test. Thus scale
3938 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3942 * Careful with the order of operations here, we're essentially working backwards:
3943 * x = x + 1/w;
3944 * y = (y - 1/h) * flip;
3945 * z = z * 2 - 1;
3947 * Becomes:
3948 * glTranslatef(0.0, 0.0, -1.0);
3949 * glScalef(1.0, 1.0, 2.0);
3951 * glScalef(1.0, flip, 1.0);
3952 * glTranslatef(1/w, -1/h, 0.0);
3954 * This is equivalent to:
3955 * glTranslatef(1/w, -flip/h, -1.0)
3956 * glScalef(1.0, flip, 2.0);
3959 /* Translate by slightly less than a half pixel to force a top-left
3960 * filling convention. We want the difference to be large enough that
3961 * it doesn't get lost due to rounding inside the driver, but small
3962 * enough to prevent it from interfering with any anti-aliasing. */
3963 GLfloat xoffset = (63.0f / 64.0f) / stateblock->viewport.Width;
3964 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
3966 if (context->render_offscreen)
3968 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3969 * render everything upside down when rendering offscreen. */
3970 glTranslatef(xoffset, -yoffset, -1.0f);
3971 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3972 glScalef(1.0f, -1.0f, 2.0f);
3973 } else {
3974 glTranslatef(xoffset, yoffset, -1.0f);
3975 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3976 glScalef(1.0f, 1.0f, 2.0f);
3978 checkGLcall("glScalef");
3980 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3981 checkGLcall("glLoadMatrixf");
3985 /* This should match any arrays loaded in loadVertexData.
3986 * TODO: Only load / unload arrays if we have to.
3988 static inline void unloadVertexData(const struct wined3d_context *context)
3990 const struct wined3d_gl_info *gl_info = context->gl_info;
3992 glDisableClientState(GL_VERTEX_ARRAY);
3993 glDisableClientState(GL_NORMAL_ARRAY);
3994 glDisableClientState(GL_COLOR_ARRAY);
3995 if (gl_info->supported[EXT_SECONDARY_COLOR])
3997 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3999 if (gl_info->supported[ARB_VERTEX_BLEND])
4001 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4003 unloadTexCoords(context);
4006 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context, int i)
4008 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4009 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4011 context->numbered_array_mask &= ~(1 << i);
4014 /* This should match any arrays loaded in loadNumberedArrays
4015 * TODO: Only load / unload arrays if we have to.
4017 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4019 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4020 GLint maxAttribs = 16;
4021 int i;
4023 /* Leave all the attribs disabled */
4024 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4025 /* MESA does not support it right not */
4026 if (glGetError() != GL_NO_ERROR)
4027 maxAttribs = 16;
4028 for (i = 0; i < maxAttribs; ++i) {
4029 unload_numbered_array(stateblock, context, i);
4033 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4034 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4036 const struct wined3d_gl_info *gl_info = context->gl_info;
4037 GLuint curVBO = 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->device->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->device->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 (gl_info->supported[ARB_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 struct wined3d_gl_info *gl_info = context->gl_info;
4213 const UINT *offset = stateblock->streamOffset;
4214 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4215 const struct wined3d_stream_info_element *e;
4217 TRACE("Using fast vertex array code\n");
4219 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4220 stateblock->device->instancedDraw = FALSE;
4222 /* Blend Data ---------------------------------------------- */
4223 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4224 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4226 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4228 if (gl_info->supported[ARB_VERTEX_BLEND])
4230 TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4231 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4233 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4234 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4236 GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4238 if (curVBO != e->buffer_object)
4240 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4241 checkGLcall("glBindBufferARB");
4242 curVBO = e->buffer_object;
4245 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4246 e->format_desc->gl_vtx_format,
4247 e->format_desc->gl_vtx_type,
4248 e->stride,
4249 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4250 GL_EXTCALL(glWeightPointerARB(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4251 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4253 checkGLcall("glWeightPointerARB");
4255 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4257 static BOOL warned;
4258 if (!warned)
4260 FIXME("blendMatrixIndices support\n");
4261 warned = TRUE;
4264 } else {
4265 /* TODO: support blends in drawStridedSlow
4266 * No need to write a FIXME here, this is done after the general vertex decl decoding
4268 WARN("unsupported blending in openGl\n");
4271 else
4273 if (gl_info->supported[ARB_VERTEX_BLEND])
4275 static const GLbyte one = 1;
4276 GL_EXTCALL(glWeightbvARB(1, &one));
4277 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4281 /* Point Size ----------------------------------------------*/
4282 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4284 /* no such functionality in the fixed function GL pipeline */
4285 TRACE("Cannot change ptSize here in openGl\n");
4286 /* TODO: Implement this function in using shaders if they are available */
4289 /* Vertex Pointers -----------------------------------------*/
4290 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4292 e = &si->elements[WINED3D_FFP_POSITION];
4293 if (curVBO != e->buffer_object)
4295 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4296 checkGLcall("glBindBufferARB");
4297 curVBO = e->buffer_object;
4300 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4301 handling for rhw mode should not impact screen position whereas in GL it does.
4302 This may result in very slightly distorted textures in rhw mode.
4303 There's always the other option of fixing the view matrix to
4304 prevent w from having any effect.
4306 This only applies to user pointer sources, in VBOs the vertices are fixed up
4308 if (!e->buffer_object)
4310 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4311 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4312 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4313 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4315 else
4317 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4318 e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4319 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4320 glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4321 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4323 checkGLcall("glVertexPointer(...)");
4324 glEnableClientState(GL_VERTEX_ARRAY);
4325 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4328 /* Normals -------------------------------------------------*/
4329 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4331 e = &si->elements[WINED3D_FFP_NORMAL];
4332 if (curVBO != e->buffer_object)
4334 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4335 checkGLcall("glBindBufferARB");
4336 curVBO = e->buffer_object;
4339 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4340 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4341 glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4342 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4343 checkGLcall("glNormalPointer(...)");
4344 glEnableClientState(GL_NORMAL_ARRAY);
4345 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4347 } else {
4348 glNormal3f(0, 0, 0);
4349 checkGLcall("glNormal3f(0, 0, 0)");
4352 /* Diffuse Colour --------------------------------------------*/
4353 /* WARNING: Data here MUST be in RGBA format, so cannot */
4354 /* go directly into fast mode from app pgm, because */
4355 /* directx requires data in BGRA format. */
4356 /* currently fixupVertices swizzles the format, but this isn't*/
4357 /* very practical when using VBOs */
4358 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4359 /* , or the user doesn't care and wants the speed advantage */
4361 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4363 e = &si->elements[WINED3D_FFP_DIFFUSE];
4364 if (curVBO != e->buffer_object)
4366 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4367 checkGLcall("glBindBufferARB");
4368 curVBO = e->buffer_object;
4371 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4372 e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4373 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4374 glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4375 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4376 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4377 glEnableClientState(GL_COLOR_ARRAY);
4378 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4380 } else {
4381 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4382 checkGLcall("glColor4f(1, 1, 1, 1)");
4385 /* Specular Colour ------------------------------------------*/
4386 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4388 TRACE("setting specular colour\n");
4390 e = &si->elements[WINED3D_FFP_SPECULAR];
4391 if (gl_info->supported[EXT_SECONDARY_COLOR])
4393 GLenum type = e->format_desc->gl_vtx_type;
4394 GLint format = e->format_desc->gl_vtx_format;
4396 if (curVBO != e->buffer_object)
4398 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4399 checkGLcall("glBindBufferARB");
4400 curVBO = e->buffer_object;
4403 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4405 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4406 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4407 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4408 * 4 component secondary colors use it
4410 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4411 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4412 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4413 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4414 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4416 else
4418 switch(type)
4420 case GL_UNSIGNED_BYTE:
4421 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4422 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4423 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4424 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4425 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4426 break;
4428 default:
4429 FIXME("Add 4 component specular color pointers for type %x\n", type);
4430 /* Make sure that the right color component is dropped */
4431 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4432 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4433 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4434 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4435 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4438 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4439 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4441 else
4443 WARN("Specular colour is not supported in this GL implementation.\n");
4446 else
4448 if (gl_info->supported[EXT_SECONDARY_COLOR])
4450 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4451 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4453 else
4455 WARN("Specular colour is not supported in this GL implementation.\n");
4459 /* Texture coords -------------------------------------------*/
4460 loadTexCoords(context, stateblock, si, &curVBO);
4463 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4465 IWineD3DDeviceImpl *device = stateblock->device;
4466 BOOL load_numbered = use_vs(stateblock) && !device->useDrawStridedSlow;
4467 BOOL load_named = !use_vs(stateblock) && !device->useDrawStridedSlow;
4469 if (context->numberedArraysLoaded && !load_numbered)
4471 unloadNumberedArrays(stateblock, context);
4472 context->numberedArraysLoaded = FALSE;
4473 context->numbered_array_mask = 0;
4475 else if (context->namedArraysLoaded)
4477 unloadVertexData(context);
4478 context->namedArraysLoaded = FALSE;
4481 if (load_numbered)
4483 TRACE("Loading numbered arrays\n");
4484 loadNumberedArrays(stateblock, &device->strided_streams, context);
4485 context->numberedArraysLoaded = TRUE;
4487 else if (load_named)
4489 TRACE("Loading vertex data\n");
4490 loadVertexData(context, stateblock, &device->strided_streams);
4491 context->namedArraysLoaded = TRUE;
4495 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4497 const struct wined3d_gl_info *gl_info = context->gl_info;
4498 BOOL updateFog = FALSE;
4499 BOOL useVertexShaderFunction = use_vs(stateblock);
4500 BOOL usePixelShaderFunction = use_ps(stateblock);
4501 IWineD3DDeviceImpl *device = stateblock->device;
4502 BOOL transformed;
4503 BOOL wasrhw = context->last_was_rhw;
4504 unsigned int i;
4506 transformed = device->strided_streams.position_transformed;
4507 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4508 updateFog = TRUE;
4511 /* Reapply lighting if it is not scheduled for reapplication already */
4512 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4513 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4516 if (transformed) {
4517 context->last_was_rhw = TRUE;
4518 } else {
4520 /* Untransformed, so relies on the view and projection matrices */
4521 context->last_was_rhw = FALSE;
4522 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4523 device->untransformed = TRUE;
4525 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4526 * Not needed as long as only hw shaders are supported
4529 /* This sets the shader output position correction constants.
4530 * TODO: Move to the viewport state
4532 if (useVertexShaderFunction)
4534 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4535 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4536 device->posFixup[3] = device->posFixup[1] * yoffset;
4540 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4541 * off this function will be called again anyway to make sure they're properly set
4543 if(!useVertexShaderFunction) {
4544 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4545 * or transformed / untransformed was switched
4547 if(wasrhw != context->last_was_rhw &&
4548 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4549 !isStateDirty(context, STATE_VIEWPORT)) {
4550 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4552 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4553 * mode.
4555 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4556 * this check will fail and the matrix not applied again. This is OK because a simple
4557 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4558 * needs of the vertex declaration.
4560 * World and view matrix go into the same gl matrix, so only apply them when neither is
4561 * dirty
4563 if(transformed != wasrhw &&
4564 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4565 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4566 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4569 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4570 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4573 if(context->last_was_vshader) {
4574 updateFog = TRUE;
4575 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4576 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4578 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4580 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4583 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4584 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4586 } else {
4587 if(!context->last_was_vshader) {
4588 static BOOL warned = FALSE;
4589 if(!device->vs_clipping) {
4590 /* Disable all clip planes to get defined results on all drivers. See comment in the
4591 * state_clipping state handler
4593 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4595 glDisable(GL_CLIP_PLANE0 + i);
4596 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4599 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4600 FIXME("Clipping not supported with vertex shaders\n");
4601 warned = TRUE;
4604 if(wasrhw) {
4605 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4606 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4607 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4608 * fixed function vertex processing states back in a sane state before switching to shaders
4610 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4611 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4613 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4614 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4617 updateFog = TRUE;
4619 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4620 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4621 * device->vs_clipping is false.
4623 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4625 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4630 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4631 * application
4633 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4634 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4636 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4637 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4641 context->last_was_vshader = useVertexShaderFunction;
4643 if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4645 if(!useVertexShaderFunction) {
4646 int i;
4647 for(i = 0; i < MAX_TEXTURES; i++) {
4648 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4649 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4655 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4657 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4658 UINT width, height;
4659 WINED3DVIEWPORT vp = stateblock->viewport;
4661 if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4662 if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4664 glDepthRange(vp.MinZ, vp.MaxZ);
4665 checkGLcall("glDepthRange");
4666 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4668 if (context->render_offscreen)
4670 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4671 } else {
4672 target->get_drawable_size(context, &width, &height);
4674 glViewport(vp.X,
4675 (height - (vp.Y + vp.Height)),
4676 vp.Width, vp.Height);
4679 checkGLcall("glViewport");
4682 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4684 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4686 stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
4687 stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
4689 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4690 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4692 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4693 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4697 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4699 UINT Index = state - STATE_ACTIVELIGHT(0);
4700 const struct wined3d_light_info *lightInfo = stateblock->activeLights[Index];
4702 if(!lightInfo) {
4703 glDisable(GL_LIGHT0 + Index);
4704 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4705 } else {
4706 float quad_att;
4707 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4709 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4710 glMatrixMode(GL_MODELVIEW);
4711 glPushMatrix();
4712 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4714 /* Diffuse: */
4715 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4716 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4717 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4718 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4719 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4720 checkGLcall("glLightfv");
4722 /* Specular */
4723 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4724 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4725 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4726 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4727 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4728 checkGLcall("glLightfv");
4730 /* Ambient */
4731 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4732 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4733 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4734 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4735 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4736 checkGLcall("glLightfv");
4738 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4739 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4740 } else {
4741 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4744 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4745 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4746 * Attenuation0 to NaN and crashes in the gl lib
4749 switch (lightInfo->OriginalParms.Type) {
4750 case WINED3DLIGHT_POINT:
4751 /* Position */
4752 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4753 checkGLcall("glLightfv");
4754 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4755 checkGLcall("glLightf");
4756 /* Attenuation - Are these right? guessing... */
4757 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4758 checkGLcall("glLightf");
4759 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4760 checkGLcall("glLightf");
4761 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4762 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4763 checkGLcall("glLightf");
4764 /* FIXME: Range */
4765 break;
4767 case WINED3DLIGHT_SPOT:
4768 /* Position */
4769 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4770 checkGLcall("glLightfv");
4771 /* Direction */
4772 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4773 checkGLcall("glLightfv");
4774 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4775 checkGLcall("glLightf");
4776 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4777 checkGLcall("glLightf");
4778 /* Attenuation - Are these right? guessing... */
4779 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4780 checkGLcall("glLightf");
4781 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4782 checkGLcall("glLightf");
4783 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4784 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4785 checkGLcall("glLightf");
4786 /* FIXME: Range */
4787 break;
4789 case WINED3DLIGHT_DIRECTIONAL:
4790 /* Direction */
4791 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4792 checkGLcall("glLightfv");
4793 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4794 checkGLcall("glLightf");
4795 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4796 checkGLcall("glLightf");
4797 break;
4799 default:
4800 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4803 /* Restore the modelview matrix */
4804 glPopMatrix();
4806 glEnable(GL_LIGHT0 + Index);
4807 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4811 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4813 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4814 RECT *pRect = &stateblock->scissorRect;
4815 UINT height;
4816 UINT width;
4818 target->get_drawable_size(context, &width, &height);
4819 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4820 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4822 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4823 pRect->right - pRect->left, pRect->bottom - pRect->top);
4825 if (context->render_offscreen)
4827 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4828 } else {
4829 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4831 checkGLcall("glScissor");
4834 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4836 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4837 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4838 } else {
4839 struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4840 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4844 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4846 if (context->render_offscreen)
4848 glFrontFace(GL_CCW);
4849 checkGLcall("glFrontFace(GL_CCW)");
4850 } else {
4851 glFrontFace(GL_CW);
4852 checkGLcall("glFrontFace(GL_CW)");
4856 const struct StateEntryTemplate misc_state_template[] = {
4857 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4858 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4859 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4860 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4861 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4862 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4863 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4864 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4865 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4866 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4867 { STATE_STREAMSRC, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4868 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4869 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4870 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4871 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4872 * vshader loadings are untied from each other
4874 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4875 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4876 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4877 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4878 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4879 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4880 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4881 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4882 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4883 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4884 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4885 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4886 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4925 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4926 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4927 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4928 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4929 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4930 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4964 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5001 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5005 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5007 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5011 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5013 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5015 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5017 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5019 /* Samplers */
5020 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5021 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5022 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5023 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5024 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5025 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5026 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5027 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5028 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5029 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5030 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5031 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5032 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5033 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5034 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5035 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5036 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5037 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5038 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5039 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5040 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5043 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5044 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5045 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5046 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5047 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5048 /* Clip planes */
5049 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5050 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5051 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5052 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5053 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5054 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5055 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5056 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5057 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5058 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5059 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5060 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5061 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5062 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5063 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5064 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5065 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5066 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5067 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5068 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5069 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5070 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5071 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5072 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5073 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5074 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5075 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5076 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5077 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5078 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5079 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5080 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5081 /* Lights */
5082 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5083 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5084 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5085 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5086 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5087 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5088 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5089 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5090 /* Viewport */
5091 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5092 /* Transform states follow */
5093 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5094 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5095 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5096 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5098 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5360 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5361 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5362 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5363 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5364 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5365 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5366 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5367 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5375 /* Fog */
5376 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5377 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5378 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5379 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5380 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5381 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5382 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5383 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5384 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5385 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5386 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5387 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5388 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5389 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5390 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5391 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5392 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5393 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5394 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5395 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5396 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5397 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5398 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5399 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5400 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5401 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5402 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5403 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5404 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5405 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5406 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5407 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5408 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5410 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5411 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5412 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5414 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5415 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5416 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5417 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5418 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5419 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5420 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5421 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5422 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5423 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5424 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5425 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5426 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5427 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5428 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5429 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5430 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5431 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5432 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5433 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5434 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5435 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5436 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5437 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5438 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5441 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5442 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5443 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5444 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5445 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5446 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5447 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5448 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5449 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5450 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5451 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5452 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5453 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5454 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5455 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5522 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5523 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, WINED3D_GL_EXT_NONE },
5525 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5526 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5527 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5528 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5529 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5532 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5534 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5535 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5536 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5537 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5538 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5539 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5540 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5541 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5543 #undef GLINFO_LOCATION
5545 /* Context activation is done by the caller. */
5546 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5548 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5550 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5551 WINED3DTEXOPCAPS_ADDSIGNED |
5552 WINED3DTEXOPCAPS_ADDSIGNED2X |
5553 WINED3DTEXOPCAPS_MODULATE |
5554 WINED3DTEXOPCAPS_MODULATE2X |
5555 WINED3DTEXOPCAPS_MODULATE4X |
5556 WINED3DTEXOPCAPS_SELECTARG1 |
5557 WINED3DTEXOPCAPS_SELECTARG2 |
5558 WINED3DTEXOPCAPS_DISABLE;
5560 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5561 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5562 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5564 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5565 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5566 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5567 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5568 WINED3DTEXOPCAPS_LERP |
5569 WINED3DTEXOPCAPS_SUBTRACT;
5571 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5572 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5574 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5575 WINED3DTEXOPCAPS_MULTIPLYADD |
5576 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5577 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5578 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5580 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5581 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5583 pCaps->MaxTextureBlendStages = gl_info->limits.textures;
5584 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5587 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5588 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5589 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5591 if (TRACE_ON(d3d))
5593 TRACE("Checking support for fixup:\n");
5594 dump_color_fixup_desc(fixup);
5597 /* We only support identity conversions. */
5598 if (is_identity_fixup(fixup))
5600 TRACE("[OK]\n");
5601 return TRUE;
5604 TRACE("[FAILED]\n");
5605 return FALSE;
5608 const struct fragment_pipeline ffp_fragment_pipeline = {
5609 ffp_enable,
5610 ffp_fragment_get_caps,
5611 ffp_fragment_alloc,
5612 ffp_fragment_free,
5613 ffp_color_fixup_supported,
5614 ffp_fragmentstate_template,
5615 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5618 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5620 unsigned int i;
5621 for(i = 0; funcs[i]; i++);
5622 return i;
5625 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5627 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5628 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5631 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5633 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5634 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5635 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5638 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5640 unsigned int start, last, i;
5642 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5643 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5644 for (i = start; i <= last; ++i)
5646 state_table[i].representative = 0;
5647 state_table[i].apply = state_undefined;
5650 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5651 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5652 for (i = start; i <= last; ++i)
5654 state_table[i].representative = 0;
5655 state_table[i].apply = state_undefined;
5659 static void validate_state_table(struct StateEntry *state_table)
5661 unsigned int i;
5663 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5665 DWORD rep = state_table[i].representative;
5666 if (rep)
5668 if (state_table[rep].representative != rep)
5670 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5671 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5672 state_table[i].representative = 0;
5675 if (rep != i)
5677 if (state_table[i].apply)
5678 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5680 else if (!state_table[i].apply)
5682 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5688 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5689 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5690 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5692 unsigned int i, type, handlers;
5693 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5694 const struct StateEntryTemplate *cur;
5695 BOOL set[STATE_HIGHEST + 1];
5697 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5699 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5700 StateTable[i].representative = 0;
5701 StateTable[i].apply = state_undefined;
5704 for(type = 0; type < 3; type++) {
5705 /* This switch decides the order in which the states are applied */
5706 switch(type) {
5707 case 0: cur = misc; break;
5708 case 1: cur = fragment->states; break;
5709 case 2: cur = vertex; break;
5710 default: cur = NULL; /* Stupid compiler */
5712 if(!cur) continue;
5714 /* GL extension filtering should not prevent multiple handlers being applied from different
5715 * pipeline parts
5717 memset(set, 0, sizeof(set));
5719 for(i = 0; cur[i].state; i++) {
5720 APPLYSTATEFUNC *funcs_array;
5722 /* Only use the first matching state with the available extension from one template.
5723 * e.g.
5724 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5725 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5727 * if GL_XYZ_fancy is supported, ignore the 2nd line
5729 if(set[cur[i].state]) continue;
5730 /* Skip state lines depending on unsupported extensions */
5731 if (!gl_info->supported[cur[i].extension]) continue;
5732 set[cur[i].state] = TRUE;
5733 /* In some cases having an extension means that nothing has to be
5734 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5735 * supported, the texture coordinate fixup can be ignored. If the
5736 * apply function is used, mark the state set(done above) to prevent
5737 * applying later lines, but do not record anything in the state
5738 * table
5740 if (!cur[i].content.representative) continue;
5742 handlers = num_handlers(multistate_funcs[cur[i].state]);
5743 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5744 switch(handlers) {
5745 case 0:
5746 StateTable[cur[i].state].apply = cur[i].content.apply;
5747 break;
5748 case 1:
5749 StateTable[cur[i].state].apply = multistate_apply_2;
5750 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5752 sizeof(**dev_multistate_funcs) * 2);
5753 if (!dev_multistate_funcs[cur[i].state]) {
5754 goto out_of_mem;
5757 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5758 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5759 break;
5760 case 2:
5761 StateTable[cur[i].state].apply = multistate_apply_3;
5762 funcs_array = HeapReAlloc(GetProcessHeap(),
5764 dev_multistate_funcs[cur[i].state],
5765 sizeof(**dev_multistate_funcs) * 3);
5766 if (!funcs_array) {
5767 goto out_of_mem;
5770 dev_multistate_funcs[cur[i].state] = funcs_array;
5771 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5772 break;
5773 default:
5774 ERR("Unexpected amount of state handlers for state %u: %u\n",
5775 cur[i].state, handlers + 1);
5778 if(StateTable[cur[i].state].representative &&
5779 StateTable[cur[i].state].representative != cur[i].content.representative) {
5780 FIXME("State %u has different representatives in different pipeline parts\n",
5781 cur[i].state);
5783 StateTable[cur[i].state].representative = cur[i].content.representative;
5787 prune_invalid_states(StateTable, gl_info);
5788 validate_state_table(StateTable);
5790 return WINED3D_OK;
5792 out_of_mem:
5793 for (i = 0; i <= STATE_HIGHEST; ++i) {
5794 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5797 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5799 return E_OUTOFMEMORY;