pop 7b3ecd624d768eecb2eda237f54815110f480faa
[wine/hacks.git] / dlls / wined3d / state.c
blob28de4eadb7ee046df6f97c4edf157d2fa1fe27e0
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_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
46 ERR("Undefined state.\n");
49 static void state_nop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
51 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state));
54 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
56 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
58 switch(Value) {
59 case WINED3DFILL_POINT:
60 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
61 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
62 break;
63 case WINED3DFILL_WIREFRAME:
64 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
65 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
66 break;
67 case WINED3DFILL_SOLID:
68 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
69 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
70 break;
71 default:
72 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
76 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
78 /* Lighting is not enabled if transformed vertices are drawn
79 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
80 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
81 * vertex declaration applying function calls this function for updating
84 if(isStateDirty(context, STATE_VDECL)) {
85 return;
88 if (stateblock->renderState[WINED3DRS_LIGHTING]
89 && !stateblock->device->strided_streams.position_transformed)
91 glEnable(GL_LIGHTING);
92 checkGLcall("glEnable GL_LIGHTING");
93 } else {
94 glDisable(GL_LIGHTING);
95 checkGLcall("glDisable GL_LIGHTING");
99 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
101 /* No z test without depth stencil buffers */
102 if (!stateblock->device->depth_stencil)
104 TRACE("No Z buffer - disabling depth test\n");
105 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
106 checkGLcall("glDisable GL_DEPTH_TEST");
107 return;
110 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
111 case WINED3DZB_FALSE:
112 glDisable(GL_DEPTH_TEST);
113 checkGLcall("glDisable GL_DEPTH_TEST");
114 break;
115 case WINED3DZB_TRUE:
116 glEnable(GL_DEPTH_TEST);
117 checkGLcall("glEnable GL_DEPTH_TEST");
118 break;
119 case WINED3DZB_USEW:
120 glEnable(GL_DEPTH_TEST);
121 checkGLcall("glEnable GL_DEPTH_TEST");
122 FIXME("W buffer is not well handled\n");
123 break;
124 default:
125 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
129 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
131 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
132 * switch
134 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
135 case WINED3DCULL_NONE:
136 glDisable(GL_CULL_FACE);
137 checkGLcall("glDisable GL_CULL_FACE");
138 break;
139 case WINED3DCULL_CW:
140 glEnable(GL_CULL_FACE);
141 checkGLcall("glEnable GL_CULL_FACE");
142 glCullFace(GL_FRONT);
143 checkGLcall("glCullFace(GL_FRONT)");
144 break;
145 case WINED3DCULL_CCW:
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
148 glCullFace(GL_BACK);
149 checkGLcall("glCullFace(GL_BACK)");
150 break;
151 default:
152 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
156 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
158 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
159 case WINED3DSHADE_FLAT:
160 glShadeModel(GL_FLAT);
161 checkGLcall("glShadeModel(GL_FLAT)");
162 break;
163 case WINED3DSHADE_GOURAUD:
164 glShadeModel(GL_SMOOTH);
165 checkGLcall("glShadeModel(GL_SMOOTH)");
166 break;
167 case WINED3DSHADE_PHONG:
168 FIXME("WINED3DSHADE_PHONG isn't supported\n");
169 break;
170 default:
171 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
175 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
177 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
178 glEnable(GL_DITHER);
179 checkGLcall("glEnable GL_DITHER");
180 } else {
181 glDisable(GL_DITHER);
182 checkGLcall("glDisable GL_DITHER");
186 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
188 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
189 * this has to be merged with ZENABLE and ZFUNC
191 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
192 glDepthMask(1);
193 checkGLcall("glDepthMask(1)");
194 } else {
195 glDepthMask(0);
196 checkGLcall("glDepthMask(0)");
200 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
202 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
204 if(glParm) {
205 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
206 static BOOL once = FALSE;
207 /* There are a few issues with this: First, our inability to
208 * select a proper Z depth, most of the time we're stuck with
209 * D24S8, even if the app selects D32 or D16. There seem to be
210 * some other precision problems which have to be debugged to
211 * make NOTEQUAL and EQUAL work properly
213 if(!once) {
214 once = TRUE;
215 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
219 glDepthFunc(glParm);
220 checkGLcall("glDepthFunc");
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
226 float col[4];
227 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
229 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
230 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
231 checkGLcall("glLightModel for MODEL_AMBIENT");
234 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
236 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
237 int srcBlend = GL_ZERO;
238 int dstBlend = GL_ZERO;
240 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
241 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
242 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
243 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
245 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
246 * The d3d9 visual test confirms the behavior. */
247 if (context->render_offscreen
248 && !(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
250 glDisable(GL_BLEND);
251 checkGLcall("glDisable GL_BLEND");
252 return;
253 } else {
254 glEnable(GL_BLEND);
255 checkGLcall("glEnable GL_BLEND");
257 } else {
258 glDisable(GL_BLEND);
259 checkGLcall("glDisable GL_BLEND");
260 /* Nothing more to do - get out */
261 return;
264 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
265 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
266 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
267 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
268 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
269 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
270 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
271 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
272 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
274 /* To compensate the lack of format switching with backbuffer offscreen rendering,
275 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
276 * if the render target doesn't support alpha blending. A nonexistent alpha channel
277 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
279 case WINED3DBLEND_DESTALPHA :
280 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
281 break;
282 case WINED3DBLEND_INVDESTALPHA :
283 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
284 break;
286 case WINED3DBLEND_SRCALPHASAT :
287 dstBlend = GL_SRC_ALPHA_SATURATE;
288 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
289 break;
291 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
292 * values which are still valid up to d3d9. They should not occur as dest blend values
294 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
295 srcBlend = GL_SRC_ALPHA;
296 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
297 break;
299 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
300 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
301 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
302 break;
304 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
305 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
306 default:
307 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
310 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
311 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
312 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
313 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
314 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
315 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
316 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
317 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
318 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
319 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
321 case WINED3DBLEND_DESTALPHA :
322 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
323 break;
324 case WINED3DBLEND_INVDESTALPHA :
325 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
326 break;
328 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
329 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
330 break;
332 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
333 dstBlend = GL_SRC_ALPHA;
334 break;
336 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
337 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
338 default:
339 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
342 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
343 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
344 glEnable(GL_LINE_SMOOTH);
345 checkGLcall("glEnable(GL_LINE_SMOOTH)");
346 if(srcBlend != GL_SRC_ALPHA) {
347 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
349 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
350 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
352 } else {
353 glDisable(GL_LINE_SMOOTH);
354 checkGLcall("glDisable(GL_LINE_SMOOTH)");
357 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
358 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
359 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
362 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
363 int srcBlendAlpha = GL_ZERO;
364 int dstBlendAlpha = GL_ZERO;
366 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
367 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
369 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
370 return;
373 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
374 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
375 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
376 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
377 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
378 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
379 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
380 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
381 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
382 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
383 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
384 case WINED3DBLEND_SRCALPHASAT :
385 dstBlend = GL_SRC_ALPHA_SATURATE;
386 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
387 break;
388 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
389 * values which are still valid up to d3d9. They should not occur as dest blend values
391 case WINED3DBLEND_BOTHSRCALPHA :
392 dstBlendAlpha = GL_SRC_ALPHA;
393 srcBlendAlpha = GL_SRC_ALPHA;
394 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
395 break;
396 case WINED3DBLEND_BOTHINVSRCALPHA :
397 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
398 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
399 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
400 break;
401 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
402 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
403 default:
404 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
407 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
408 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
409 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
410 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
411 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
412 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
413 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
414 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
415 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
416 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
417 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
418 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
419 case WINED3DBLEND_BOTHSRCALPHA :
420 srcBlendAlpha = GL_SRC_ALPHA;
421 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
422 break;
423 case WINED3DBLEND_BOTHINVSRCALPHA :
424 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
425 dstBlendAlpha = GL_SRC_ALPHA;
426 break;
427 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
428 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
429 default:
430 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
433 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
434 checkGLcall("glBlendFuncSeparateEXT");
435 } else {
436 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
437 glBlendFunc(srcBlend, dstBlend);
438 checkGLcall("glBlendFunc");
441 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
442 so it may need updating */
443 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE])
444 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
447 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
449 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
452 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
454 float col[4];
456 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
457 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
458 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
459 checkGLcall("glBlendColor");
462 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
464 int glParm = 0;
465 float ref;
466 BOOL enable_ckey = FALSE;
468 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
470 /* Find out if the texture on the first stage has a ckey set
471 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
472 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
473 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
474 * in case it finds some texture+colorkeyenable combination which needs extra care.
476 if (stateblock->textures[0])
478 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
480 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
482 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)stateblock->textures[0];
483 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
485 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
487 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
488 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
489 * surface has alpha bits */
490 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
495 if (enable_ckey || context->last_was_ckey)
496 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
497 context->last_was_ckey = enable_ckey;
499 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
500 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
501 glEnable(GL_ALPHA_TEST);
502 checkGLcall("glEnable GL_ALPHA_TEST");
503 } else {
504 glDisable(GL_ALPHA_TEST);
505 checkGLcall("glDisable GL_ALPHA_TEST");
506 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
507 * enable call
509 return;
512 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
513 glParm = GL_NOTEQUAL;
514 ref = 0.0f;
515 } else {
516 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
517 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
519 if(glParm) {
520 glAlphaFunc(glParm, ref);
521 checkGLcall("glAlphaFunc");
525 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
527 const struct wined3d_gl_info *gl_info = context->gl_info;
528 DWORD enable = 0xFFFFFFFF;
529 DWORD disable = 0x00000000;
531 if (!stateblock->device->vs_clipping && use_vs(stateblock))
533 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
534 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
535 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
536 * of that - don't do anything here and keep them disabled
538 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
539 static BOOL warned = FALSE;
540 if(!warned) {
541 FIXME("Clipping not supported with vertex shaders\n");
542 warned = TRUE;
545 return;
548 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
549 * of already set values
552 /* If enabling / disabling all
553 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
555 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
556 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
557 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
558 if (gl_info->supported[ARB_DEPTH_CLAMP])
560 glDisable(GL_DEPTH_CLAMP);
561 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
563 } else {
564 disable = 0xffffffff;
565 enable = 0x00;
566 if (gl_info->supported[ARB_DEPTH_CLAMP])
568 glEnable(GL_DEPTH_CLAMP);
569 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
571 else
573 FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
577 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
578 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
579 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
580 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
581 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
582 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
584 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
585 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
586 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
587 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
588 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
589 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
591 /** update clipping status */
592 if (enable) {
593 stateblock->clip_status.ClipUnion = 0;
594 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
595 } else {
596 stateblock->clip_status.ClipUnion = 0;
597 stateblock->clip_status.ClipIntersection = 0;
601 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
603 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
606 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
608 int blendEquation = GL_FUNC_ADD;
609 int blendEquationAlpha = GL_FUNC_ADD;
611 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
612 if (stateblock->renderState[WINED3DRS_BLENDOPALPHA]
613 && !context->gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
615 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
616 return;
619 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
620 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
621 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
622 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
623 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
624 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
625 default:
626 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
629 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
630 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
631 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
632 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
633 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
634 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
635 default:
636 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
639 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
640 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
641 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
642 checkGLcall("glBlendEquationSeparateEXT");
643 } else {
644 TRACE("glBlendEquation(%x)\n", blendEquation);
645 GL_EXTCALL(glBlendEquationEXT(blendEquation));
646 checkGLcall("glBlendEquation");
650 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
652 const struct wined3d_gl_info *gl_info = context->gl_info;
653 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
654 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
655 * specular color. This is wrong:
656 * Separate specular color means the specular colour is maintained separately, whereas
657 * single color means it is merged in. However in both cases they are being used to
658 * some extent.
659 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
660 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
661 * running 1.4 yet!
664 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
665 * Instead, we need to setup the FinalCombiner properly.
667 * The default setup for the FinalCombiner is:
669 * <variable> <input> <mapping> <usage>
670 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
671 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
672 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
673 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
674 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
675 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
676 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
678 * That's pretty much fine as it is, except for variable B, which needs to take
679 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
680 * whether WINED3DRS_SPECULARENABLE is enabled or not.
683 TRACE("Setting specular enable state and materials\n");
684 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
685 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
686 checkGLcall("glMaterialfv");
688 if (stateblock->material.Power > gl_info->limits.shininess)
690 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
691 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
692 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
693 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
694 * them, it should be safe to do so without major visual distortions.
696 WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
697 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
698 } else {
699 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
701 checkGLcall("glMaterialf(GL_SHININESS)");
703 if (gl_info->supported[EXT_SECONDARY_COLOR])
705 glEnable(GL_COLOR_SUM_EXT);
707 else
709 TRACE("Specular colors cannot be enabled in this version of opengl\n");
711 checkGLcall("glEnable(GL_COLOR_SUM)");
713 if (gl_info->supported[NV_REGISTER_COMBINERS])
715 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
716 checkGLcall("glFinalCombinerInputNV()");
718 } else {
719 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
721 /* for the case of enabled lighting: */
722 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
723 checkGLcall("glMaterialfv");
725 /* for the case of disabled lighting: */
726 if (gl_info->supported[EXT_SECONDARY_COLOR])
728 glDisable(GL_COLOR_SUM_EXT);
730 else
732 TRACE("Specular colors cannot be disabled in this version of opengl\n");
734 checkGLcall("glDisable(GL_COLOR_SUM)");
736 if (gl_info->supported[NV_REGISTER_COMBINERS])
738 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
739 checkGLcall("glFinalCombinerInputNV()");
743 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
744 stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
745 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
746 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
747 stateblock->material.Ambient.r, stateblock->material.Ambient.g,
748 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
749 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
750 stateblock->material.Specular.r, stateblock->material.Specular.g,
751 stateblock->material.Specular.b, stateblock->material.Specular.a);
752 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
753 stateblock->material.Emissive.r, stateblock->material.Emissive.g,
754 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
756 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
757 checkGLcall("glMaterialfv(GL_AMBIENT)");
758 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
759 checkGLcall("glMaterialfv(GL_DIFFUSE)");
760 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
761 checkGLcall("glMaterialfv(GL_EMISSION)");
764 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
766 unsigned int i;
768 /* Note the texture color applies to all textures whereas
769 * GL_TEXTURE_ENV_COLOR applies to active only
771 float col[4];
772 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
774 /* And now the default texture color as well */
775 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
777 /* Note the WINED3DRS value applies to all textures, but GL has one
778 * per texture, so apply it now ready to be used!
780 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
781 checkGLcall("glActiveTextureARB");
783 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
784 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
788 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
789 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
791 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
792 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
793 GL_EXTCALL(glActiveStencilFaceEXT(face));
794 checkGLcall("glActiveStencilFaceEXT(...)");
795 glStencilFunc(func, ref, mask);
796 checkGLcall("glStencilFunc(...)");
797 glStencilOp(stencilFail, depthFail, stencilPass);
798 checkGLcall("glStencilOp(...)");
801 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
803 const struct wined3d_gl_info *gl_info = context->gl_info;
804 DWORD onesided_enable = FALSE;
805 DWORD twosided_enable = FALSE;
806 GLint func = GL_ALWAYS;
807 GLint func_ccw = GL_ALWAYS;
808 GLint ref = 0;
809 GLuint mask = 0;
810 GLint stencilFail = GL_KEEP;
811 GLint depthFail = GL_KEEP;
812 GLint stencilPass = GL_KEEP;
813 GLint stencilFail_ccw = GL_KEEP;
814 GLint depthFail_ccw = GL_KEEP;
815 GLint stencilPass_ccw = GL_KEEP;
817 /* No stencil test without a stencil buffer. */
818 if (!stateblock->device->depth_stencil)
820 glDisable(GL_STENCIL_TEST);
821 checkGLcall("glDisable GL_STENCIL_TEST");
822 return;
825 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
826 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
827 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
828 func = GL_ALWAYS;
829 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
830 func_ccw = GL_ALWAYS;
831 ref = stateblock->renderState[WINED3DRS_STENCILREF];
832 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
833 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
834 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
835 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
836 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
837 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
838 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
840 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
841 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
842 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
843 onesided_enable, twosided_enable, ref, mask,
844 func, stencilFail, depthFail, stencilPass,
845 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
847 if (twosided_enable && onesided_enable) {
848 glEnable(GL_STENCIL_TEST);
849 checkGLcall("glEnable GL_STENCIL_TEST");
851 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
853 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
854 * which has an effect on the code below too. If we apply the front face
855 * afterwards, we are sure that the active stencil face is set to front,
856 * and other stencil functions which do not use two sided stencil do not have
857 * to set it back
859 renderstate_stencil_twosided(context, GL_BACK,
860 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
861 renderstate_stencil_twosided(context, GL_FRONT,
862 func, ref, mask, stencilFail, depthFail, stencilPass);
864 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
866 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
867 checkGLcall("glStencilFuncSeparateATI(...)");
868 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
869 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
870 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
871 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
872 } else {
873 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
876 else if(onesided_enable)
878 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
880 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
881 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
884 /* This code disables the ATI extension as well, since the standard stencil functions are equal
885 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
887 glEnable(GL_STENCIL_TEST);
888 checkGLcall("glEnable GL_STENCIL_TEST");
889 glStencilFunc(func, ref, mask);
890 checkGLcall("glStencilFunc(...)");
891 glStencilOp(stencilFail, depthFail, stencilPass);
892 checkGLcall("glStencilOp(...)");
893 } else {
894 glDisable(GL_STENCIL_TEST);
895 checkGLcall("glDisable GL_STENCIL_TEST");
899 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
901 DWORD mask = stateblock->device->depth_stencil ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
903 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
904 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
905 glStencilMask(mask);
906 checkGLcall("glStencilMask");
907 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
908 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
909 glStencilMask(mask);
912 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
914 DWORD mask = stateblock->device->depth_stencil ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
916 glStencilMask(mask);
917 checkGLcall("glStencilMask");
920 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
923 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
925 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
927 /* Table fog on: Never use fog coords, and use per-fragment fog */
928 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
929 glHint(GL_FOG_HINT, GL_NICEST);
930 if(context->fog_coord) {
931 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
932 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
933 context->fog_coord = FALSE;
935 return;
938 /* Otherwise use per-vertex fog in any case */
939 glHint(GL_FOG_HINT, GL_FASTEST);
941 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
942 /* No fog at all, or transformed vertices: Use fog coord */
943 if(!context->fog_coord) {
944 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
945 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
946 context->fog_coord = TRUE;
948 } else {
949 /* Otherwise, use the fragment depth */
950 if(context->fog_coord) {
951 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
952 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
953 context->fog_coord = FALSE;
958 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
960 float fogstart, fogend;
961 union {
962 DWORD d;
963 float f;
964 } tmpvalue;
966 switch(context->fog_source) {
967 case FOGSOURCE_VS:
968 fogstart = 1.0f;
969 fogend = 0.0f;
970 break;
972 case FOGSOURCE_COORD:
973 fogstart = 255.0f;
974 fogend = 0.0f;
975 break;
977 case FOGSOURCE_FFP:
978 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
979 fogstart = tmpvalue.f;
980 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
981 fogend = tmpvalue.f;
982 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
983 if(fogstart == fogend) {
984 fogstart = -1.0f / 0.0f;
985 fogend = 0.0f;
987 break;
989 default:
990 /* This should not happen.context->fog_source is set in wined3d, not the app.
991 * Still this is needed to make the compiler happy
993 ERR("Unexpected fog coordinate source\n");
994 fogstart = 0.0f;
995 fogend = 0.0f;
998 glFogf(GL_FOG_START, fogstart);
999 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1000 TRACE("Fog Start == %f\n", fogstart);
1002 glFogf(GL_FOG_END, fogend);
1003 checkGLcall("glFogf(GL_FOG_END, fogend)");
1004 TRACE("Fog End == %f\n", fogend);
1007 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1009 enum fogsource new_source;
1011 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1013 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
1014 /* No fog? Disable it, and we're done :-) */
1015 glDisableWINE(GL_FOG);
1016 checkGLcall("glDisable GL_FOG");
1017 return;
1020 /* Fog Rules:
1022 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1023 * It can use the Z value of the vertex, or the alpha component of the specular color.
1024 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1025 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1026 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1028 * FOGTABLEMODE != NONE:
1029 * The Z value is used, with the equation specified, no matter what vertex type.
1031 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1032 * Per vertex fog is calculated using the specified fog equation and the parameters
1034 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1035 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1036 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1039 * Rules for vertex fog with shaders:
1041 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1042 * the fog computation to happen during transformation while openGL expects it to happen
1043 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1044 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1045 * To solve this problem, WineD3D does:
1046 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1047 * shader,
1048 * and 2) disables the fog computation (in either the fixed function or programmable
1049 * rasterizer) if using a vertex program.
1051 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1052 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1053 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1054 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1055 * There are some GL differences between specular fog coords and vertex shaders though.
1057 * With table fog the vertex shader fog coordinate is ignored.
1059 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1060 * without shaders).
1063 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1064 * the system will apply only pixel(=table) fog effects."
1066 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1067 if(use_vs(stateblock)) {
1068 glFogi(GL_FOG_MODE, GL_LINEAR);
1069 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1070 new_source = FOGSOURCE_VS;
1071 } else {
1072 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1073 /* If processed vertices are used, fall through to the NONE case */
1074 case WINED3DFOG_EXP:
1075 if(!context->last_was_rhw) {
1076 glFogi(GL_FOG_MODE, GL_EXP);
1077 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1078 new_source = FOGSOURCE_FFP;
1079 break;
1081 /* drop through */
1083 case WINED3DFOG_EXP2:
1084 if(!context->last_was_rhw) {
1085 glFogi(GL_FOG_MODE, GL_EXP2);
1086 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1087 new_source = FOGSOURCE_FFP;
1088 break;
1090 /* drop through */
1092 case WINED3DFOG_LINEAR:
1093 if(!context->last_was_rhw) {
1094 glFogi(GL_FOG_MODE, GL_LINEAR);
1095 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1096 new_source = FOGSOURCE_FFP;
1097 break;
1099 /* drop through */
1101 case WINED3DFOG_NONE:
1102 /* Both are none? According to msdn the alpha channel of the specular
1103 * color contains a fog factor. Set it in drawStridedSlow.
1104 * Same happens with Vertexfog on transformed vertices
1106 new_source = FOGSOURCE_COORD;
1107 glFogi(GL_FOG_MODE, GL_LINEAR);
1108 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1109 break;
1111 default:
1112 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1113 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1116 } else {
1117 new_source = FOGSOURCE_FFP;
1119 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1120 case WINED3DFOG_EXP:
1121 glFogi(GL_FOG_MODE, GL_EXP);
1122 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1123 break;
1125 case WINED3DFOG_EXP2:
1126 glFogi(GL_FOG_MODE, GL_EXP2);
1127 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1128 break;
1130 case WINED3DFOG_LINEAR:
1131 glFogi(GL_FOG_MODE, GL_LINEAR);
1132 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1133 break;
1135 case WINED3DFOG_NONE: /* Won't happen */
1136 default:
1137 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1141 glEnableWINE(GL_FOG);
1142 checkGLcall("glEnable GL_FOG");
1143 if(new_source != context->fog_source) {
1144 context->fog_source = new_source;
1145 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1149 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1151 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1152 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1156 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1158 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1159 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1160 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1161 } else {
1162 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1163 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1167 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1169 float col[4];
1170 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1171 glFogfv(GL_FOG_COLOR, &col[0]);
1172 checkGLcall("glFog GL_FOG_COLOR");
1175 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1177 union {
1178 DWORD d;
1179 float f;
1180 } tmpvalue;
1181 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1182 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1183 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1186 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1188 IWineD3DDeviceImpl *device = stateblock->device;
1189 GLenum Parm = 0;
1191 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1192 * The vertex declaration will call this function if the fixed function pipeline is used.
1195 if(isStateDirty(context, STATE_VDECL)) {
1196 return;
1199 context->num_untracked_materials = 0;
1200 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1201 && stateblock->renderState[WINED3DRS_COLORVERTEX])
1203 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1204 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1205 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1206 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1207 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1209 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1210 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1211 Parm = GL_AMBIENT_AND_DIFFUSE;
1212 } else {
1213 Parm = GL_DIFFUSE;
1215 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1216 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1217 context->num_untracked_materials++;
1219 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1220 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1221 context->num_untracked_materials++;
1223 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1224 Parm = GL_AMBIENT;
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_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1234 Parm = GL_EMISSION;
1235 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1236 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1237 context->num_untracked_materials++;
1239 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1240 Parm = GL_SPECULAR;
1244 /* Nothing changed, return. */
1245 if (Parm == context->tracking_parm) return;
1247 if(!Parm) {
1248 glDisable(GL_COLOR_MATERIAL);
1249 checkGLcall("glDisable GL_COLOR_MATERIAL");
1250 } else {
1251 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1252 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1253 glEnable(GL_COLOR_MATERIAL);
1254 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1257 /* Apparently calls to glMaterialfv are ignored for properties we're
1258 * tracking with glColorMaterial, so apply those here. */
1259 switch (context->tracking_parm) {
1260 case GL_AMBIENT_AND_DIFFUSE:
1261 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1262 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1263 checkGLcall("glMaterialfv");
1264 break;
1266 case GL_DIFFUSE:
1267 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1268 checkGLcall("glMaterialfv");
1269 break;
1271 case GL_AMBIENT:
1272 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1273 checkGLcall("glMaterialfv");
1274 break;
1276 case GL_EMISSION:
1277 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1278 checkGLcall("glMaterialfv");
1279 break;
1281 case GL_SPECULAR:
1282 /* Only change material color if specular is enabled, otherwise it is set to black */
1283 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1284 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1285 checkGLcall("glMaterialfv");
1286 } else {
1287 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1288 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1289 checkGLcall("glMaterialfv");
1291 break;
1294 context->tracking_parm = Parm;
1297 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1299 union {
1300 DWORD d;
1301 WINED3DLINEPATTERN lp;
1302 } tmppattern;
1303 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1305 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1307 if (tmppattern.lp.wRepeatFactor) {
1308 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1309 checkGLcall("glLineStipple(repeat, linepattern)");
1310 glEnable(GL_LINE_STIPPLE);
1311 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1312 } else {
1313 glDisable(GL_LINE_STIPPLE);
1314 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1318 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1320 union {
1321 DWORD d;
1322 float f;
1323 } tmpvalue;
1325 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1326 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1327 TRACE("ZBias value %f\n", tmpvalue.f);
1328 glPolygonOffset(0, -tmpvalue.f);
1329 checkGLcall("glPolygonOffset(0, -Value)");
1330 glEnable(GL_POLYGON_OFFSET_FILL);
1331 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1332 glEnable(GL_POLYGON_OFFSET_LINE);
1333 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1334 glEnable(GL_POLYGON_OFFSET_POINT);
1335 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1336 } else {
1337 glDisable(GL_POLYGON_OFFSET_FILL);
1338 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1339 glDisable(GL_POLYGON_OFFSET_LINE);
1340 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1341 glDisable(GL_POLYGON_OFFSET_POINT);
1342 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1347 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1349 if(isStateDirty(context, STATE_VDECL)) {
1350 return;
1352 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1353 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1354 * by zero and is not properly defined in opengl, so avoid it
1356 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1357 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1359 glEnable(GL_NORMALIZE);
1360 checkGLcall("glEnable(GL_NORMALIZE);");
1361 } else {
1362 glDisable(GL_NORMALIZE);
1363 checkGLcall("glDisable(GL_NORMALIZE);");
1367 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1369 union {
1370 DWORD d;
1371 float f;
1372 } tmpvalue;
1374 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1375 if (tmpvalue.f != 1.0f)
1377 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1379 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1380 if (tmpvalue.f != 64.0f)
1382 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1387 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1389 union {
1390 DWORD d;
1391 float f;
1392 } min, max;
1394 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1395 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1397 /* Max point size trumps min point size */
1398 if(min.f > max.f) {
1399 min.f = max.f;
1402 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1403 checkGLcall("glPointParameterfEXT(...)");
1404 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1405 checkGLcall("glPointParameterfEXT(...)");
1408 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1410 union {
1411 DWORD d;
1412 float f;
1413 } min, max;
1415 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1416 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1418 /* Max point size trumps min point size */
1419 if(min.f > max.f) {
1420 min.f = max.f;
1423 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1424 checkGLcall("glPointParameterfARB(...)");
1425 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1426 checkGLcall("glPointParameterfARB(...)");
1429 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1431 const struct wined3d_gl_info *gl_info = context->gl_info;
1432 /* TODO: Group this with the viewport */
1434 * POINTSCALEENABLE controls how point size value is treated. If set to
1435 * true, the point size is scaled with respect to height of viewport.
1436 * When set to false point size is in pixels.
1439 /* Default values */
1440 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1441 union {
1442 DWORD d;
1443 float f;
1444 } pointSize, A, B, C;
1446 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1447 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1448 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1449 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1451 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1452 GLfloat scaleFactor;
1453 float h = stateblock->viewport.Height;
1455 if (pointSize.f < gl_info->limits.pointsize_min)
1457 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1458 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1459 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1460 * are less than 1.0f. scale_factor = 1.0f / point_size.
1462 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1463 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1464 * is 1.0, but then accepts points below that and draws too small points
1466 pointSize.f = gl_info->limits.pointsize_min;
1468 else if(pointSize.f > gl_info->limits.pointsize_max)
1470 /* gl already scales the input to glPointSize,
1471 * d3d scales the result after the point size scale.
1472 * If the point size is bigger than the max size, use the
1473 * scaling to scale it bigger, and set the gl point size to max
1475 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1476 TRACE("scale: %f\n", scaleFactor);
1477 pointSize.f = gl_info->limits.pointsize_max;
1478 } else {
1479 scaleFactor = 1.0f;
1481 scaleFactor = pow(h * scaleFactor, 2);
1483 att[0] = A.f / scaleFactor;
1484 att[1] = B.f / scaleFactor;
1485 att[2] = C.f / scaleFactor;
1488 if (gl_info->supported[ARB_POINT_PARAMETERS])
1490 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1491 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1493 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1495 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1496 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1497 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1498 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1501 glPointSize(pointSize.f);
1502 checkGLcall("glPointSize(...);");
1505 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1507 WARN("token: %#x\n", stateblock->renderState[WINED3DRS_DEBUGMONITORTOKEN]);
1510 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1512 DWORD mask0 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1513 DWORD mask1 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE1];
1514 DWORD mask2 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE2];
1515 DWORD mask3 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE3];
1517 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1518 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1519 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1520 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1521 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1522 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1523 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1524 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1525 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1526 checkGLcall("glColorMask(...)");
1528 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1529 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1531 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1532 mask0, mask1, mask2, mask3);
1533 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1537 static void set_color_mask(struct wined3d_context *context, UINT index, DWORD mask)
1539 GL_EXTCALL(glColorMaskIndexedEXT(index,
1540 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1541 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1542 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1543 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1546 static void state_colorwrite0(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1548 set_color_mask(context, 0, stateblock->renderState[WINED3DRS_COLORWRITEENABLE]);
1551 static void state_colorwrite1(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1553 set_color_mask(context, 1, stateblock->renderState[WINED3DRS_COLORWRITEENABLE1]);
1556 static void state_colorwrite2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1558 set_color_mask(context, 2, stateblock->renderState[WINED3DRS_COLORWRITEENABLE2]);
1561 static void state_colorwrite3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1563 set_color_mask(context, 3, stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1566 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1568 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1569 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1570 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1571 } else {
1572 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1573 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1577 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1579 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1580 TRACE("Last Pixel Drawing Enabled\n");
1581 } else {
1582 static BOOL warned;
1583 if (!warned) {
1584 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1585 warned = TRUE;
1586 } else {
1587 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1592 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1594 static BOOL warned;
1596 /* TODO: NV_POINT_SPRITE */
1597 if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1598 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1599 FIXME("Point sprites not supported\n");
1600 warned = TRUE;
1604 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1606 const struct wined3d_gl_info *gl_info = context->gl_info;
1608 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE])
1610 static BOOL warned;
1612 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1614 if (use_ps(stateblock) || stateblock->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1616 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1617 warned = TRUE;
1621 glEnable(GL_POINT_SPRITE_ARB);
1622 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1623 } else {
1624 glDisable(GL_POINT_SPRITE_ARB);
1625 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1629 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1632 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1633 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1634 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1635 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1637 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1639 TRACE("Stub\n");
1640 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1641 stateblock->renderState[WINED3DRS_WRAP1] ||
1642 stateblock->renderState[WINED3DRS_WRAP2] ||
1643 stateblock->renderState[WINED3DRS_WRAP3] ||
1644 stateblock->renderState[WINED3DRS_WRAP4] ||
1645 stateblock->renderState[WINED3DRS_WRAP5] ||
1646 stateblock->renderState[WINED3DRS_WRAP6] ||
1647 stateblock->renderState[WINED3DRS_WRAP7] ||
1648 stateblock->renderState[WINED3DRS_WRAP8] ||
1649 stateblock->renderState[WINED3DRS_WRAP9] ||
1650 stateblock->renderState[WINED3DRS_WRAP10] ||
1651 stateblock->renderState[WINED3DRS_WRAP11] ||
1652 stateblock->renderState[WINED3DRS_WRAP12] ||
1653 stateblock->renderState[WINED3DRS_WRAP13] ||
1654 stateblock->renderState[WINED3DRS_WRAP14] ||
1655 stateblock->renderState[WINED3DRS_WRAP15] ) {
1656 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported\n");
1660 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1662 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1663 WARN("Multisample antialiasing not supported by gl\n");
1667 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1669 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1670 glEnable(GL_MULTISAMPLE_ARB);
1671 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1672 } else {
1673 glDisable(GL_MULTISAMPLE_ARB);
1674 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1678 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1680 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1681 glEnable(GL_SCISSOR_TEST);
1682 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1683 } else {
1684 glDisable(GL_SCISSOR_TEST);
1685 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1689 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1690 * OpenGL the bias is specified in units of "the smallest value that is
1691 * guaranteed to produce a resolvable offset for a given implementation". To
1692 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1693 * There's no practical way to retrieve that value from a given GL
1694 * implementation, but the D3D application has essentially the same problem,
1695 * which makes a guess of 1e-6f seem reasonable here. Note that
1696 * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1697 * need to be scaled. */
1698 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1700 if (stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]
1701 || stateblock->renderState[WINED3DRS_DEPTHBIAS])
1703 union
1705 DWORD d;
1706 float f;
1707 } scale_bias, const_bias;
1709 scale_bias.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1710 const_bias.d = stateblock->renderState[WINED3DRS_DEPTHBIAS];
1712 glEnable(GL_POLYGON_OFFSET_FILL);
1713 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1715 glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
1716 checkGLcall("glPolygonOffset(...)");
1717 } else {
1718 glDisable(GL_POLYGON_OFFSET_FILL);
1719 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1723 static void state_zvisible(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1725 if (stateblock->renderState[WINED3DRS_ZVISIBLE])
1726 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1729 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1731 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1732 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1733 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1734 } else {
1735 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1736 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1740 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1742 TRACE("Stub\n");
1743 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1744 FIXME(" Stippled Alpha not supported yet.\n");
1747 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1749 TRACE("Stub\n");
1750 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1751 FIXME(" Antialias not supported yet.\n");
1754 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1756 TRACE("Stub\n");
1757 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1758 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1761 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1763 TRACE("Stub\n");
1764 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1765 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1768 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1770 union {
1771 DWORD d;
1772 float f;
1773 } tmpvalue;
1774 tmpvalue.f = 1.0f;
1776 TRACE("Stub\n");
1777 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1779 static BOOL displayed = FALSE;
1781 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1782 if(!displayed)
1783 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1785 displayed = TRUE;
1789 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1791 TRACE("Stub\n");
1792 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1793 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1796 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1798 TRACE("Stub\n");
1799 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1800 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1803 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1805 TRACE("Stub\n");
1806 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1807 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1810 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1812 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1813 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1817 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1819 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1820 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1824 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1826 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1827 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1831 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1833 if(stateblock->renderState[WINED3DRS_ROP2]) {
1834 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1838 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1840 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1841 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1845 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1847 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1848 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1852 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1854 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1855 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1859 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1861 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1862 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1866 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1868 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1869 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1873 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1875 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1876 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1880 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1882 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1883 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1887 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1889 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1890 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1894 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1896 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1897 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1901 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1903 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1904 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1908 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1910 if (stateblock->renderState[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1912 FIXME("Software vertex processing not implemented.\n");
1916 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1917 #if defined (GL_VERSION_1_3)
1918 # define useext(A) A
1919 #elif defined (GL_EXT_texture_env_combine)
1920 # define useext(A) A##_EXT
1921 #elif defined (GL_ARB_texture_env_combine)
1922 # define useext(A) A##_ARB
1923 #endif
1925 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1926 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1927 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1928 * flag specifies the complement of the input should be used. */
1929 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1930 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1932 /* Calculate the operand */
1933 if (complement) {
1934 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1935 else *operand = GL_ONE_MINUS_SRC_COLOR;
1936 } else {
1937 if (from_alpha) *operand = GL_SRC_ALPHA;
1938 else *operand = GL_SRC_COLOR;
1941 /* Calculate the source */
1942 switch (arg & WINED3DTA_SELECTMASK) {
1943 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1944 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1945 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1946 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1947 case WINED3DTA_SPECULAR:
1949 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1950 * 'Secondary color' and isn't supported until base GL supports it
1951 * There is no concept of temp registers as far as I can tell
1953 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1954 *source = GL_TEXTURE;
1955 break;
1956 default:
1957 FIXME("Unrecognized texture arg %#x\n", arg);
1958 *source = GL_TEXTURE;
1959 break;
1963 /* Setup the texture operations texture stage states */
1964 static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
1965 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1967 const struct wined3d_gl_info *gl_info = context->gl_info;
1968 GLenum src1, src2, src3;
1969 GLenum opr1, opr2, opr3;
1970 GLenum comb_target;
1971 GLenum src0_target, src1_target, src2_target;
1972 GLenum opr0_target, opr1_target, opr2_target;
1973 GLenum scal_target;
1974 GLenum opr=0, invopr, src3_target, opr3_target;
1975 BOOL Handled = FALSE;
1976 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1978 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1980 /* This is called by a state handler which has the gl lock held and a context for the thread */
1982 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1983 the form (a1 <operation> a2). However, some of the more complex operations
1984 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1985 in a third parameter called a0. Therefore these are operations of the form
1986 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1988 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1989 functions below, expect their syntax to differ slightly to those listed in the
1990 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1991 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1993 if (isAlpha) {
1994 comb_target = useext(GL_COMBINE_ALPHA);
1995 src0_target = useext(GL_SOURCE0_ALPHA);
1996 src1_target = useext(GL_SOURCE1_ALPHA);
1997 src2_target = useext(GL_SOURCE2_ALPHA);
1998 opr0_target = useext(GL_OPERAND0_ALPHA);
1999 opr1_target = useext(GL_OPERAND1_ALPHA);
2000 opr2_target = useext(GL_OPERAND2_ALPHA);
2001 scal_target = GL_ALPHA_SCALE;
2003 else {
2004 comb_target = useext(GL_COMBINE_RGB);
2005 src0_target = useext(GL_SOURCE0_RGB);
2006 src1_target = useext(GL_SOURCE1_RGB);
2007 src2_target = useext(GL_SOURCE2_RGB);
2008 opr0_target = useext(GL_OPERAND0_RGB);
2009 opr1_target = useext(GL_OPERAND1_RGB);
2010 opr2_target = useext(GL_OPERAND2_RGB);
2011 scal_target = useext(GL_RGB_SCALE);
2014 /* If a texture stage references an invalid texture unit the stage just
2015 * passes through the result from the previous stage */
2016 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
2017 arg1 = WINED3DTA_CURRENT;
2018 op = WINED3DTOP_SELECTARG1;
2021 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
2022 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2023 } else {
2024 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2026 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2027 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2029 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2031 Handled = TRUE; /* Assume will be handled */
2033 /* Other texture operations require special extensions: */
2034 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2036 if (isAlpha) {
2037 opr = GL_SRC_ALPHA;
2038 invopr = GL_ONE_MINUS_SRC_ALPHA;
2039 src3_target = GL_SOURCE3_ALPHA_NV;
2040 opr3_target = GL_OPERAND3_ALPHA_NV;
2041 } else {
2042 opr = GL_SRC_COLOR;
2043 invopr = GL_ONE_MINUS_SRC_COLOR;
2044 src3_target = GL_SOURCE3_RGB_NV;
2045 opr3_target = GL_OPERAND3_RGB_NV;
2047 switch (op) {
2048 case WINED3DTOP_DISABLE: /* Only for alpha */
2049 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2050 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2051 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2052 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2053 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2054 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2055 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2056 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2057 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2058 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2059 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2060 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2061 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2062 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2063 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2064 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2065 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2066 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2067 break;
2068 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2069 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2070 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2071 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2072 if (op == WINED3DTOP_SELECTARG1) {
2073 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2074 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2075 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2076 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2077 } else {
2078 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2079 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2080 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2081 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2083 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2084 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2085 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2086 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2087 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2088 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2089 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2090 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2091 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2092 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2093 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2094 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2095 break;
2097 case WINED3DTOP_MODULATE:
2098 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2099 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2100 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2101 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2102 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2103 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2104 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2105 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2106 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2107 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2108 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2109 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2110 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2111 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2112 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2113 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2114 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2115 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2116 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2117 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2118 break;
2119 case WINED3DTOP_MODULATE2X:
2120 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2121 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2122 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2123 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2124 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2125 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2126 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2127 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2128 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2129 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2130 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2131 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2132 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2133 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2134 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2135 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2136 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2137 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2138 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2139 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2140 break;
2141 case WINED3DTOP_MODULATE4X:
2142 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2143 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2144 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2145 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2146 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2147 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2148 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2149 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2150 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2151 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2152 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2153 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2154 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2155 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2156 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2157 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2158 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2159 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2160 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2161 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2162 break;
2164 case WINED3DTOP_ADD:
2165 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2166 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2167 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2168 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2169 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2170 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2171 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2172 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2173 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2174 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2175 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2176 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2177 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2178 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2179 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2180 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2181 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2182 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2183 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2184 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2185 break;
2187 case WINED3DTOP_ADDSIGNED:
2188 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2189 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2190 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2191 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2192 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2193 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2194 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2195 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2196 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2197 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2198 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2199 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2200 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2201 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2202 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2203 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2204 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2205 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2206 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2207 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2208 break;
2210 case WINED3DTOP_ADDSIGNED2X:
2211 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2212 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2213 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2214 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2215 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2216 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2217 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2218 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2219 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2220 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2221 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2222 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2223 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2224 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2225 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2226 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2227 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2228 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2229 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2230 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2231 break;
2233 case WINED3DTOP_ADDSMOOTH:
2234 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2235 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2236 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2237 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2238 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2239 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2240 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2241 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2242 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2243 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2244 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2245 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2246 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2247 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2248 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2249 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2250 switch (opr1) {
2251 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2252 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2253 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2254 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2256 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2257 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2258 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2259 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2260 break;
2262 case WINED3DTOP_BLENDDIFFUSEALPHA:
2263 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2264 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2265 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2266 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2267 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2268 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2269 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2270 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2271 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2272 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2273 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2274 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2275 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2276 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2277 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2278 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2279 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2280 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2281 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2282 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2283 break;
2284 case WINED3DTOP_BLENDTEXTUREALPHA:
2285 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2286 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2287 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2288 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2289 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2290 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2291 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2292 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2293 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2294 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2295 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2296 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2297 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2298 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2299 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2300 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2301 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2302 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2303 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2304 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2305 break;
2306 case WINED3DTOP_BLENDFACTORALPHA:
2307 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2308 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2309 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2310 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2311 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2312 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2313 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2314 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2315 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2316 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2317 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2318 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2319 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2320 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2321 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2322 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2323 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2324 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2325 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2326 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2327 break;
2328 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2329 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2330 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2331 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2332 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2333 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2334 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2335 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2336 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2337 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2338 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2339 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2340 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2341 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2342 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2343 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2344 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2345 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2346 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2347 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2348 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2349 break;
2350 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2351 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2352 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2353 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2354 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2355 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2356 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2357 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2358 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2359 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2360 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2361 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2362 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2363 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2364 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2365 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2366 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2367 switch (opr) {
2368 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2369 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2371 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2372 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2373 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2374 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2375 break;
2376 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2377 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2378 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2379 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2380 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2381 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2382 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2383 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2384 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2385 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2386 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2387 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2388 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2389 switch (opr1) {
2390 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2391 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2393 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2394 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2395 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2396 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2397 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2398 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2399 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2400 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2401 break;
2402 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2403 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2404 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2405 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2406 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2407 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2408 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2409 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2410 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2411 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2412 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2413 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2414 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2415 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2416 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2417 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2418 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2419 switch (opr1) {
2420 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2421 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2422 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2423 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2425 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2426 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2427 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2428 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2429 break;
2430 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2431 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2432 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2433 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2434 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2435 switch (opr1) {
2436 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2437 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2438 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2439 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2441 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2442 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2443 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2444 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2445 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2446 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2447 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2448 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2449 switch (opr1) {
2450 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2451 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2453 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2454 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2455 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2456 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2457 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2458 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2459 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2460 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2461 break;
2462 case WINED3DTOP_MULTIPLYADD:
2463 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2464 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2465 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2466 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2467 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2468 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2469 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2470 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2471 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2472 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2473 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2474 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2475 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2476 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2477 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2478 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2479 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2480 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2481 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2482 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2483 break;
2485 case WINED3DTOP_BUMPENVMAP:
2489 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2490 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2492 default:
2493 Handled = FALSE;
2495 if (Handled) {
2496 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2497 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2499 return;
2501 } /* GL_NV_texture_env_combine4 */
2503 Handled = TRUE; /* Again, assume handled */
2504 switch (op) {
2505 case WINED3DTOP_DISABLE: /* Only for alpha */
2506 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2507 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2508 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2509 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2510 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2511 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2512 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2513 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2514 break;
2515 case WINED3DTOP_SELECTARG1:
2516 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2517 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2518 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2519 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2520 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2521 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2522 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2523 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2524 break;
2525 case WINED3DTOP_SELECTARG2:
2526 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2527 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2528 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2529 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2530 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2531 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2532 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2533 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2534 break;
2535 case WINED3DTOP_MODULATE:
2536 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2537 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2538 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2539 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2540 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2541 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2542 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2543 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2544 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2545 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2546 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2547 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2548 break;
2549 case WINED3DTOP_MODULATE2X:
2550 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2551 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2552 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2553 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2554 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2555 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2556 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2557 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2558 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2559 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2560 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2561 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2562 break;
2563 case WINED3DTOP_MODULATE4X:
2564 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2565 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2566 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2567 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2568 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2569 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2570 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2571 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2572 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2573 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2574 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2575 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2576 break;
2577 case WINED3DTOP_ADD:
2578 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2579 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2580 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2581 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2582 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2583 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2584 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2585 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2586 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2587 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2588 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2589 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2590 break;
2591 case WINED3DTOP_ADDSIGNED:
2592 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2593 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2594 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2595 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2596 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2597 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2598 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2599 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2600 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2601 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2602 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2603 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2604 break;
2605 case WINED3DTOP_ADDSIGNED2X:
2606 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2607 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2608 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2609 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2610 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2611 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2612 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2613 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2614 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2615 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2616 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2617 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2618 break;
2619 case WINED3DTOP_SUBTRACT:
2620 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2622 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2623 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2624 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2625 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2626 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2627 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2628 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2629 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2630 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2631 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2632 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2633 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2634 } else {
2635 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2637 break;
2639 case WINED3DTOP_BLENDDIFFUSEALPHA:
2640 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2641 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2642 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2643 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2644 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2645 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2646 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2647 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2648 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2649 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2650 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2651 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2652 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2653 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2654 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2655 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2656 break;
2657 case WINED3DTOP_BLENDTEXTUREALPHA:
2658 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2659 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2660 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2661 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2662 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2663 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2664 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2665 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2666 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2667 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2668 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2669 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2670 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2671 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2672 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2673 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2674 break;
2675 case WINED3DTOP_BLENDFACTORALPHA:
2676 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2677 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2678 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2679 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2680 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2681 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2682 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2683 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2684 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2685 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2686 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2687 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2688 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2689 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2690 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2691 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2692 break;
2693 case WINED3DTOP_BLENDCURRENTALPHA:
2694 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2695 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2696 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2697 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2698 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2699 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2700 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2701 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2702 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2703 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2704 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2705 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2706 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2707 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2708 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2709 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2710 break;
2711 case WINED3DTOP_DOTPRODUCT3:
2712 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2714 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2715 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2717 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2719 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2720 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2721 } else {
2722 FIXME("This version of opengl does not support GL_DOT3\n");
2724 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2725 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2726 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2727 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2728 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2729 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2730 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2731 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2732 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2733 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2734 break;
2735 case WINED3DTOP_LERP:
2736 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2737 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2738 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2739 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2740 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2741 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2742 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2743 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2744 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2745 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2746 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2747 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2748 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2749 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2750 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2751 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2752 break;
2753 case WINED3DTOP_ADDSMOOTH:
2754 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2756 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2757 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2758 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2759 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2760 switch (opr1) {
2761 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2762 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2763 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2764 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2766 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2767 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2768 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2769 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2770 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2771 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2772 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2773 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2774 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2775 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2776 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2777 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2778 } else
2779 Handled = FALSE;
2780 break;
2781 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2782 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2784 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2785 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2786 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2787 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2788 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2789 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2790 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2791 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2792 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2793 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2794 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2795 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2796 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2797 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2798 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2799 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2800 } else
2801 Handled = FALSE;
2802 break;
2803 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2804 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2806 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2807 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2808 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2809 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2810 switch (opr1) {
2811 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2812 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2813 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2814 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2816 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2817 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2818 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2819 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2820 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2821 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2822 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2823 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2824 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2825 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2826 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2827 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2828 } else
2829 Handled = FALSE;
2830 break;
2831 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2832 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2834 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2835 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2836 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2837 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2838 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2839 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2840 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2841 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2842 switch (opr1) {
2843 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2844 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2845 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2846 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2848 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2849 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2850 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2851 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2852 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2853 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2854 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2855 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2856 } else
2857 Handled = FALSE;
2858 break;
2859 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2860 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2862 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2863 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2864 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2865 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2866 switch (opr1) {
2867 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2868 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2869 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2870 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2872 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2873 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2874 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2875 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2876 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2877 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2878 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2879 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2880 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2881 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2882 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2883 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2884 } else
2885 Handled = FALSE;
2886 break;
2887 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2888 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2890 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2891 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2892 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2893 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2894 switch (opr1) {
2895 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2896 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2897 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2898 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2900 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2901 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2902 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2903 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2904 switch (opr1) {
2905 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2906 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2907 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2908 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2910 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2911 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2912 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2913 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2914 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2915 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2916 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2917 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2918 } else
2919 Handled = FALSE;
2920 break;
2921 case WINED3DTOP_MULTIPLYADD:
2922 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2924 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2925 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2926 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2927 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2928 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2929 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2930 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2931 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2932 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2933 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2934 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2935 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2936 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2937 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2938 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2939 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2940 } else
2941 Handled = FALSE;
2942 break;
2943 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2944 case WINED3DTOP_BUMPENVMAP:
2945 if (gl_info->supported[NV_TEXTURE_SHADER2])
2947 /* Technically texture shader support without register combiners is possible, but not expected to occur
2948 * on real world cards, so for now a fixme should be enough
2950 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2952 default:
2953 Handled = FALSE;
2956 if (Handled) {
2957 BOOL combineOK = TRUE;
2958 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2960 DWORD op2;
2962 if (isAlpha) {
2963 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2964 } else {
2965 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2968 /* Note: If COMBINE4 in effect can't go back to combine! */
2969 switch (op2) {
2970 case WINED3DTOP_ADDSMOOTH:
2971 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2972 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2973 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2974 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2975 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2976 case WINED3DTOP_MULTIPLYADD:
2977 /* Ignore those implemented in both cases */
2978 switch (op) {
2979 case WINED3DTOP_SELECTARG1:
2980 case WINED3DTOP_SELECTARG2:
2981 combineOK = FALSE;
2982 Handled = FALSE;
2983 break;
2984 default:
2985 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2986 return;
2991 if (combineOK) {
2992 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2993 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2995 return;
2999 /* After all the extensions, if still unhandled, report fixme */
3000 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3004 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3006 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3007 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3008 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3009 const struct wined3d_gl_info *gl_info = context->gl_info;
3011 TRACE("Setting color op for stage %d\n", stage);
3013 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3014 if (use_ps(stateblock)) return;
3016 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3018 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3020 if (tex_used && mapped_stage >= gl_info->limits.textures)
3022 FIXME("Attempt to enable unsupported stage!\n");
3023 return;
3025 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3026 checkGLcall("glActiveTextureARB");
3029 if(stage >= stateblock->lowest_disabled_stage) {
3030 TRACE("Stage disabled\n");
3031 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3033 /* Disable everything here */
3034 glDisable(GL_TEXTURE_2D);
3035 checkGLcall("glDisable(GL_TEXTURE_2D)");
3036 glDisable(GL_TEXTURE_3D);
3037 checkGLcall("glDisable(GL_TEXTURE_3D)");
3038 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3040 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3041 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3043 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3045 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3046 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3049 /* All done */
3050 return;
3053 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3054 * if the sampler for this stage is dirty
3056 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3057 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3060 set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
3061 stateblock->textureState[stage][WINED3DTSS_COLOROP],
3062 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
3063 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
3064 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
3067 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3069 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3070 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3071 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3072 const struct wined3d_gl_info *gl_info = context->gl_info;
3073 DWORD op, arg1, arg2, arg0;
3075 TRACE("Setting alpha op for stage %d\n", stage);
3076 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3077 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3079 if (tex_used && mapped_stage >= gl_info->limits.textures)
3081 FIXME("Attempt to enable unsupported stage!\n");
3082 return;
3084 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3085 checkGLcall("glActiveTextureARB");
3088 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3089 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3090 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3091 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3093 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
3095 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
3097 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3099 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)stateblock->textures[0];
3100 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
3102 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
3104 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3105 * properly. On the other hand applications can still use texture combiners apparently. This code
3106 * takes care that apps cannot remove the texture's alpha channel entirely.
3108 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3109 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3110 * and alpha component of diffuse color to draw things like translucent text and perform other
3111 * blending effects.
3113 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3114 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3115 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3116 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3117 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3118 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3119 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3120 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3121 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3122 * alpha.
3124 * What to do with multitexturing? So far no app has been found that uses color keying with
3125 * multitexturing */
3126 if (op == WINED3DTOP_DISABLE)
3128 arg1 = WINED3DTA_TEXTURE;
3129 op = WINED3DTOP_SELECTARG1;
3131 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3133 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3135 arg2 = WINED3DTA_TEXTURE;
3136 op = WINED3DTOP_MODULATE;
3138 else arg1 = WINED3DTA_TEXTURE;
3140 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3142 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3144 arg1 = WINED3DTA_TEXTURE;
3145 op = WINED3DTOP_MODULATE;
3147 else arg2 = WINED3DTA_TEXTURE;
3153 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3154 * this if block here, and the other code(color keying, texture unit selection) are the same
3156 TRACE("Setting alpha op for stage %d\n", stage);
3157 if (gl_info->supported[NV_REGISTER_COMBINERS])
3159 set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
3160 mapped_stage, stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3162 else
3164 set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
3168 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3170 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3171 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3172 BOOL generated;
3173 int coordIdx;
3175 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3176 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3178 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3179 return;
3182 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3183 if (mapped_stage >= context->gl_info->limits.textures) return;
3185 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3186 checkGLcall("glActiveTextureARB");
3187 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3188 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3190 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3191 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3192 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3193 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3194 : WINED3DFMT_UNKNOWN,
3195 stateblock->device->frag_pipe->ffp_proj_control);
3197 /* The sampler applying function calls us if this changes */
3198 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3200 if(generated) {
3201 FIXME("Non-power2 texture being used with generated texture coords\n");
3203 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3204 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3205 if (!use_ps(stateblock)) {
3206 TRACE("Non power two matrix multiply fixup\n");
3207 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3212 static void unloadTexCoords(const struct wined3d_context *context)
3214 unsigned int texture_idx;
3216 for (texture_idx = 0; texture_idx < context->gl_info->limits.texture_stages; ++texture_idx)
3218 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3219 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3223 static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
3224 const struct wined3d_stream_info *si, GLuint *curVBO)
3226 const struct wined3d_gl_info *gl_info = context->gl_info;
3227 const UINT *offset = stateblock->streamOffset;
3228 unsigned int mapped_stage = 0;
3229 unsigned int textureNo = 0;
3231 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3233 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3235 mapped_stage = stateblock->device->texUnitMap[textureNo];
3236 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3238 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3240 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3242 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3243 textureNo, mapped_stage, coordIdx, e->data);
3245 if (*curVBO != e->buffer_object)
3247 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3248 checkGLcall("glBindBufferARB");
3249 *curVBO = e->buffer_object;
3252 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3253 checkGLcall("glClientActiveTextureARB");
3255 /* The coords to supply depend completely on the fvf / vertex shader */
3256 glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3257 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3258 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3259 } else {
3260 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3263 if (gl_info->supported[NV_REGISTER_COMBINERS])
3265 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3266 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3268 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3272 checkGLcall("loadTexCoords");
3275 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3277 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3278 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3279 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3280 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3281 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3282 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3283 const struct wined3d_gl_info *gl_info = context->gl_info;
3285 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3287 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3288 return;
3291 if (mapped_stage >= gl_info->limits.fragment_samplers)
3293 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3294 return;
3296 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3297 checkGLcall("glActiveTextureARB");
3299 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3301 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3302 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3303 * means use the vertex position (camera-space) as the input texture coordinates
3304 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3305 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3306 * to the TEXCOORDINDEX value
3308 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3310 case WINED3DTSS_TCI_PASSTHRU:
3311 /* Use the specified texture coordinates contained within the
3312 * vertex format. This value resolves to zero. */
3313 glDisable(GL_TEXTURE_GEN_S);
3314 glDisable(GL_TEXTURE_GEN_T);
3315 glDisable(GL_TEXTURE_GEN_R);
3316 glDisable(GL_TEXTURE_GEN_Q);
3317 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3318 break;
3320 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3321 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3322 * as the input texture coordinates for this stage's texture transformation. This
3323 * equates roughly to EYE_LINEAR */
3325 glMatrixMode(GL_MODELVIEW);
3326 glPushMatrix();
3327 glLoadIdentity();
3328 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3329 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3330 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3331 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3332 glPopMatrix();
3333 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3335 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3336 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3337 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3338 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3340 glEnable(GL_TEXTURE_GEN_S);
3341 glEnable(GL_TEXTURE_GEN_T);
3342 glEnable(GL_TEXTURE_GEN_R);
3343 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3345 break;
3347 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3348 /* Note that NV_TEXGEN_REFLECTION support is implied when
3349 * ARB_TEXTURE_CUBE_MAP is supported */
3350 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3352 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3353 break;
3356 glMatrixMode(GL_MODELVIEW);
3357 glPushMatrix();
3358 glLoadIdentity();
3359 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3360 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3361 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3362 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3363 glPopMatrix();
3364 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3366 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3367 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3368 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3369 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3371 glEnable(GL_TEXTURE_GEN_S);
3372 glEnable(GL_TEXTURE_GEN_T);
3373 glEnable(GL_TEXTURE_GEN_R);
3374 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3376 break;
3378 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3379 /* Note that NV_TEXGEN_REFLECTION support is implied when
3380 * ARB_TEXTURE_CUBE_MAP is supported */
3381 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3383 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3384 break;
3387 glMatrixMode(GL_MODELVIEW);
3388 glPushMatrix();
3389 glLoadIdentity();
3390 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3391 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3392 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3393 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3394 glPopMatrix();
3395 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3397 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3398 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3399 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3400 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3402 glEnable(GL_TEXTURE_GEN_S);
3403 glEnable(GL_TEXTURE_GEN_T);
3404 glEnable(GL_TEXTURE_GEN_R);
3405 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3407 break;
3409 case WINED3DTSS_TCI_SPHEREMAP:
3410 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3411 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3412 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3414 glEnable(GL_TEXTURE_GEN_S);
3415 glEnable(GL_TEXTURE_GEN_T);
3416 glDisable(GL_TEXTURE_GEN_R);
3417 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3419 break;
3421 default:
3422 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3423 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3424 glDisable(GL_TEXTURE_GEN_S);
3425 glDisable(GL_TEXTURE_GEN_T);
3426 glDisable(GL_TEXTURE_GEN_R);
3427 glDisable(GL_TEXTURE_GEN_Q);
3428 checkGLcall("Disable texgen.");
3430 break;
3433 /* Update the texture matrix */
3434 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3435 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3438 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3439 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3440 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3441 * and do all the things linked to it
3442 * TODO: Tidy that up to reload only the arrays of the changed unit
3444 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3446 unloadTexCoords(context);
3447 loadTexCoords(context, stateblock, &stateblock->device->strided_streams, &curVBO);
3451 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3453 IWineD3DDeviceImpl *device = stateblock->device;
3455 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3456 * has an update pending
3458 if(isStateDirty(context, STATE_VDECL) ||
3459 isStateDirty(context, STATE_PIXELSHADER)) {
3460 return;
3463 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3466 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3468 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3470 if (stateblock->pixelShader && stage != 0
3471 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
3473 /* The pixel shader has to know the luminance scale. Do a constants update if it
3474 * isn't scheduled anyway
3476 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3477 !isStateDirty(context, STATE_PIXELSHADER)) {
3478 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3483 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3485 const DWORD sampler = state - STATE_SAMPLER(0);
3486 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3488 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3490 if(!texture) return;
3491 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3492 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3493 * scaling is reapplied or removed, the texture matrix has to be reapplied
3495 * The mapped stage is already active because the sampler() function below, which is part of the
3496 * misc pipeline
3498 if(sampler < MAX_TEXTURES) {
3499 const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3501 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3503 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3504 else context->lastWasPow2Texture &= ~(1 << sampler);
3505 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3506 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3511 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3513 DWORD sampler = state - STATE_SAMPLER(0);
3514 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3515 const struct wined3d_gl_info *gl_info = context->gl_info;
3516 union {
3517 float f;
3518 DWORD d;
3519 } tmpvalue;
3521 TRACE("Sampler: %d\n", sampler);
3522 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3523 * only has to bind textures and set the per texture states
3526 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3528 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3529 return;
3532 if (mapped_stage >= gl_info->limits.combined_samplers)
3534 return;
3536 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3537 checkGLcall("glActiveTextureARB");
3539 if(stateblock->textures[sampler]) {
3540 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3541 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3542 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3543 basetexture_apply_state_changes(stateblock->textures[sampler],
3544 stateblock->textureState[sampler], stateblock->samplerState[sampler], gl_info);
3546 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3548 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3549 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3550 GL_TEXTURE_LOD_BIAS_EXT,
3551 tmpvalue.f);
3552 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3555 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3557 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3558 /* If color keying is enabled update the alpha test, it depends on the existence
3559 * of a color key in stage 0
3561 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3565 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3566 if (!tex_impl->baseTexture.pow2Matrix_identity)
3568 IWineD3DDeviceImpl *d3ddevice = stateblock->device;
3569 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3570 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3573 else if (mapped_stage < gl_info->limits.textures)
3575 if(sampler < stateblock->lowest_disabled_stage) {
3576 /* TODO: What should I do with pixel shaders here ??? */
3577 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3578 /* If color keying is enabled update the alpha test, it depends on the existence
3579 * of a color key in stage 0
3581 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3583 } /* Otherwise tex_colorop disables the stage */
3584 glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
3585 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3589 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3591 IWineD3DDeviceImpl *device = stateblock->device;
3592 BOOL use_pshader = use_ps(stateblock);
3593 BOOL use_vshader = use_vs(stateblock);
3594 int i;
3596 if (use_pshader) {
3597 if(!context->last_was_pshader) {
3598 /* Former draw without a pixel shader, some samplers
3599 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3600 * make sure to enable them
3602 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3603 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3604 sampler(STATE_SAMPLER(i), stateblock, context);
3607 context->last_was_pshader = TRUE;
3608 } else {
3609 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3610 * if a different texture was bound. I don't have to do anything.
3613 } else {
3614 /* Disabled the pixel shader - color ops weren't applied
3615 * while it was enabled, so re-apply them. */
3616 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3618 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3619 stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3621 context->last_was_pshader = FALSE;
3624 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3625 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3627 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3628 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3633 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3635 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3636 if (stateblock->pixelShader && stage != 0
3637 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
3639 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3640 * anyway
3642 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3643 !isStateDirty(context, STATE_PIXELSHADER)) {
3644 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3649 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3651 /* This function is called by transform_view below if the view matrix was changed too
3653 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3654 * does not always update the world matrix, only on a switch between transformed
3655 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3656 * draw, but that should be rather rare and cheaper in total.
3658 glMatrixMode(GL_MODELVIEW);
3659 checkGLcall("glMatrixMode");
3661 if(context->last_was_rhw) {
3662 glLoadIdentity();
3663 checkGLcall("glLoadIdentity()");
3664 } else {
3665 /* In the general case, the view matrix is the identity matrix */
3666 if (stateblock->device->view_ident)
3668 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3669 checkGLcall("glLoadMatrixf");
3671 else
3673 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3674 checkGLcall("glLoadMatrixf");
3675 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3676 checkGLcall("glMultMatrixf");
3681 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3683 UINT index = state - STATE_CLIPPLANE(0);
3685 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3687 return;
3690 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3691 if(!use_vs(stateblock)) {
3692 glMatrixMode(GL_MODELVIEW);
3693 glPushMatrix();
3694 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3695 } else {
3696 /* with vertex shaders, clip planes are not transformed in direct3d,
3697 * in OpenGL they are still transformed by the model view.
3698 * Use this to swap the y coordinate if necessary
3700 glMatrixMode(GL_MODELVIEW);
3701 glPushMatrix();
3702 glLoadIdentity();
3703 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3706 TRACE("Clipplane [%f,%f,%f,%f]\n",
3707 stateblock->clipplane[index][0],
3708 stateblock->clipplane[index][1],
3709 stateblock->clipplane[index][2],
3710 stateblock->clipplane[index][3]);
3711 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3712 checkGLcall("glClipPlane");
3714 glPopMatrix();
3717 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3719 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3720 GLenum glMat;
3721 TRACE("Setting world matrix %d\n", matrix);
3723 if (matrix >= context->gl_info->limits.blends)
3725 WARN("Unsupported blend matrix set\n");
3726 return;
3727 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3728 return;
3731 /* GL_MODELVIEW0_ARB: 0x1700
3732 * GL_MODELVIEW1_ARB: 0x850a
3733 * GL_MODELVIEW2_ARB: 0x8722
3734 * GL_MODELVIEW3_ARB: 0x8723
3735 * etc
3736 * GL_MODELVIEW31_ARB: 0x873F
3738 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3739 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3741 glMatrixMode(glMat);
3742 checkGLcall("glMatrixMode(glMat)");
3744 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3745 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3747 if (stateblock->device->view_ident)
3749 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3750 checkGLcall("glLoadMatrixf");
3752 else
3754 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3755 checkGLcall("glLoadMatrixf");
3756 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3757 checkGLcall("glMultMatrixf");
3761 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3763 WINED3DVERTEXBLENDFLAGS f = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3764 static unsigned int once;
3766 if (f == WINED3DVBF_DISABLE) return;
3768 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3769 else WARN("Vertex blend flags %#x not supported.\n", f);
3772 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3774 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3775 static unsigned int once;
3777 switch(val) {
3778 case WINED3DVBF_1WEIGHTS:
3779 case WINED3DVBF_2WEIGHTS:
3780 case WINED3DVBF_3WEIGHTS:
3781 glEnable(GL_VERTEX_BLEND_ARB);
3782 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3784 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3785 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3787 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3789 if (!stateblock->device->vertexBlendUsed)
3791 unsigned int i;
3792 for (i = 1; i < context->gl_info->limits.blends; ++i)
3794 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3796 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3799 stateblock->device->vertexBlendUsed = TRUE;
3801 break;
3803 case WINED3DVBF_TWEENING:
3804 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3805 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3806 else WARN("Vertex blend flags %#x not supported.\n", val);
3807 /* Fall through. */
3808 case WINED3DVBF_DISABLE:
3809 glDisable(GL_VERTEX_BLEND_ARB);
3810 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3811 break;
3815 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3817 const struct wined3d_gl_info *gl_info = context->gl_info;
3818 const struct wined3d_light_info *light = NULL;
3819 unsigned int k;
3821 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3822 * NOTE: We have to reset the positions even if the light/plane is not currently
3823 * enabled, since the call to enable it will not reset the position.
3824 * NOTE2: Apparently texture transforms do NOT need reapplying
3827 glMatrixMode(GL_MODELVIEW);
3828 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3829 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3830 checkGLcall("glLoadMatrixf(...)");
3832 /* Reset lights. TODO: Call light apply func */
3833 for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3835 light = stateblock->activeLights[k];
3836 if(!light) continue;
3837 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3838 checkGLcall("glLightfv posn");
3839 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3840 checkGLcall("glLightfv dirn");
3843 /* Reset Clipping Planes */
3844 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3846 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3847 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3851 if(context->last_was_rhw) {
3852 glLoadIdentity();
3853 checkGLcall("glLoadIdentity()");
3854 /* No need to update the world matrix, the identity is fine */
3855 return;
3858 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3859 * No need to do it here if the state is scheduled for update.
3861 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3862 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3865 /* Avoid looping over a number of matrices if the app never used the functionality */
3866 if (stateblock->device->vertexBlendUsed)
3868 for (k = 1; k < gl_info->limits.blends; ++k)
3870 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3871 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3877 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3879 glMatrixMode(GL_PROJECTION);
3880 checkGLcall("glMatrixMode(GL_PROJECTION)");
3881 glLoadIdentity();
3882 checkGLcall("glLoadIdentity");
3884 if (context->last_was_rhw)
3886 double x = stateblock->viewport.X;
3887 double y = stateblock->viewport.Y;
3888 double w = stateblock->viewport.Width;
3889 double h = stateblock->viewport.Height;
3891 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3892 if (context->render_offscreen)
3893 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3894 else
3895 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3896 checkGLcall("glOrtho");
3898 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3899 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3900 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3902 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3903 * render everything upside down when rendering offscreen. */
3904 if (context->render_offscreen)
3906 glScalef(1.0f, -1.0f, 1.0f);
3907 checkGLcall("glScalef");
3909 } else {
3910 /* The rule is that the window coordinate 0 does not correspond to the
3911 beginning of the first pixel, but the center of the first pixel.
3912 As a consequence if you want to correctly draw one line exactly from
3913 the left to the right end of the viewport (with all matrices set to
3914 be identity), the x coords of both ends of the line would be not
3915 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3916 instead.
3918 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3919 divide by the Width/Height, so we need the half range(1.0) to translate by
3920 half a pixel.
3922 The other fun is that d3d's output z range after the transformation is [0;1],
3923 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3924 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3925 of Z buffer precision and the clear values do not match in the z test. Thus scale
3926 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3930 * Careful with the order of operations here, we're essentially working backwards:
3931 * x = x + 1/w;
3932 * y = (y - 1/h) * flip;
3933 * z = z * 2 - 1;
3935 * Becomes:
3936 * glTranslatef(0.0, 0.0, -1.0);
3937 * glScalef(1.0, 1.0, 2.0);
3939 * glScalef(1.0, flip, 1.0);
3940 * glTranslatef(1/w, -1/h, 0.0);
3942 * This is equivalent to:
3943 * glTranslatef(1/w, -flip/h, -1.0)
3944 * glScalef(1.0, flip, 2.0);
3947 /* Translate by slightly less than a half pixel to force a top-left
3948 * filling convention. We want the difference to be large enough that
3949 * it doesn't get lost due to rounding inside the driver, but small
3950 * enough to prevent it from interfering with any anti-aliasing. */
3951 GLfloat xoffset = (63.0f / 64.0f) / stateblock->viewport.Width;
3952 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
3954 if (context->render_offscreen)
3956 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3957 * render everything upside down when rendering offscreen. */
3958 glTranslatef(xoffset, -yoffset, -1.0f);
3959 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3960 glScalef(1.0f, -1.0f, 2.0f);
3961 } else {
3962 glTranslatef(xoffset, yoffset, -1.0f);
3963 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3964 glScalef(1.0f, 1.0f, 2.0f);
3966 checkGLcall("glScalef");
3968 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3969 checkGLcall("glLoadMatrixf");
3973 /* This should match any arrays loaded in loadVertexData.
3974 * TODO: Only load / unload arrays if we have to.
3976 static inline void unloadVertexData(const struct wined3d_context *context)
3978 const struct wined3d_gl_info *gl_info = context->gl_info;
3980 glDisableClientState(GL_VERTEX_ARRAY);
3981 glDisableClientState(GL_NORMAL_ARRAY);
3982 glDisableClientState(GL_COLOR_ARRAY);
3983 if (gl_info->supported[EXT_SECONDARY_COLOR])
3985 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3987 if (gl_info->supported[ARB_VERTEX_BLEND])
3989 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3991 unloadTexCoords(context);
3994 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context, int i)
3996 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3997 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3999 context->numbered_array_mask &= ~(1 << i);
4002 /* This should match any arrays loaded in loadNumberedArrays
4003 * TODO: Only load / unload arrays if we have to.
4005 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4007 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4008 GLint maxAttribs = 16;
4009 int i;
4011 /* Leave all the attribs disabled */
4012 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4013 /* MESA does not support it right not */
4014 if (glGetError() != GL_NO_ERROR)
4015 maxAttribs = 16;
4016 for (i = 0; i < maxAttribs; ++i) {
4017 unload_numbered_array(stateblock, context, i);
4021 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4022 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4024 const struct wined3d_gl_info *gl_info = context->gl_info;
4025 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4026 int i;
4027 const UINT *offset = stateblock->streamOffset;
4028 struct wined3d_buffer *vb;
4029 DWORD_PTR shift_index;
4031 /* Default to no instancing */
4032 stateblock->device->instancedDraw = FALSE;
4034 for (i = 0; i < MAX_ATTRIBS; i++) {
4035 if (!(stream_info->use_map & (1 << i)))
4037 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4038 continue;
4041 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4042 if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
4044 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4045 stateblock->device->instancedDraw = TRUE;
4046 continue;
4049 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4051 if (stream_info->elements[i].stride)
4053 if (curVBO != stream_info->elements[i].buffer_object)
4055 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4056 checkGLcall("glBindBufferARB");
4057 curVBO = stream_info->elements[i].buffer_object;
4059 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4060 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4061 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4062 * vbo we won't be load converted attributes anyway
4064 if (curVBO && vb->conversion_shift)
4066 TRACE("Loading attribute from shifted buffer\n");
4067 TRACE("Attrib %d has original stride %d, new stride %d\n",
4068 i, stream_info->elements[i].stride, vb->conversion_stride);
4069 TRACE("Original offset %p, additional offset 0x%08x\n",
4070 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4071 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
4072 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
4073 shift_index = shift_index % stream_info->elements[i].stride;
4074 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4075 stream_info->elements[i].format_desc->gl_vtx_type,
4076 stream_info->elements[i].format_desc->gl_normalized,
4077 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4078 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4079 + offset[stream_info->elements[i].stream_idx]));
4081 } else {
4082 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4083 stream_info->elements[i].format_desc->gl_vtx_type,
4084 stream_info->elements[i].format_desc->gl_normalized,
4085 stream_info->elements[i].stride, stream_info->elements[i].data
4086 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4087 + offset[stream_info->elements[i].stream_idx]));
4090 if (!(context->numbered_array_mask & (1 << i)))
4092 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4093 context->numbered_array_mask |= (1 << i);
4095 } else {
4096 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4097 * set up the attribute statically. But we have to figure out the system memory address.
4099 const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
4100 if (stream_info->elements[i].buffer_object)
4102 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4103 ptr += (long) buffer_get_sysmem(vb);
4106 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4108 switch (stream_info->elements[i].format_desc->format)
4110 case WINED3DFMT_R32_FLOAT:
4111 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4112 break;
4113 case WINED3DFMT_R32G32_FLOAT:
4114 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4115 break;
4116 case WINED3DFMT_R32G32B32_FLOAT:
4117 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4118 break;
4119 case WINED3DFMT_R32G32B32A32_FLOAT:
4120 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4121 break;
4123 case WINED3DFMT_R8G8B8A8_UINT:
4124 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4125 break;
4126 case WINED3DFMT_B8G8R8A8_UNORM:
4127 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4129 const DWORD *src = (const DWORD *)ptr;
4130 DWORD c = *src & 0xff00ff00;
4131 c |= (*src & 0xff0000) >> 16;
4132 c |= (*src & 0xff) << 16;
4133 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4134 break;
4136 /* else fallthrough */
4137 case WINED3DFMT_R8G8B8A8_UNORM:
4138 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4139 break;
4141 case WINED3DFMT_R16G16_SINT:
4142 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4143 break;
4144 case WINED3DFMT_R16G16B16A16_SINT:
4145 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4146 break;
4148 case WINED3DFMT_R16G16_SNORM:
4150 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4151 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4152 break;
4154 case WINED3DFMT_R16G16_UNORM:
4156 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4157 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4158 break;
4160 case WINED3DFMT_R16G16B16A16_SNORM:
4161 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4162 break;
4163 case WINED3DFMT_R16G16B16A16_UNORM:
4164 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4165 break;
4167 case WINED3DFMT_R10G10B10A2_UINT:
4168 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4169 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4170 break;
4171 case WINED3DFMT_R10G10B10A2_SNORM:
4172 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4173 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4174 break;
4176 case WINED3DFMT_R16G16_FLOAT:
4177 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4178 * byte float according to the IEEE standard
4180 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4181 break;
4182 case WINED3DFMT_R16G16B16A16_FLOAT:
4183 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4184 break;
4186 default:
4187 ERR("Unexpected declaration in stride 0 attributes\n");
4188 break;
4193 checkGLcall("Loading numbered arrays");
4196 /* Used from 2 different functions, and too big to justify making it inlined */
4197 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4198 const struct wined3d_stream_info *si)
4200 const struct wined3d_gl_info *gl_info = context->gl_info;
4201 const UINT *offset = stateblock->streamOffset;
4202 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4203 const struct wined3d_stream_info_element *e;
4205 TRACE("Using fast vertex array code\n");
4207 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4208 stateblock->device->instancedDraw = FALSE;
4210 /* Blend Data ---------------------------------------------- */
4211 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4212 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4214 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4216 if (gl_info->supported[ARB_VERTEX_BLEND])
4218 TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4219 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4221 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4222 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4224 GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4226 if (curVBO != e->buffer_object)
4228 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4229 checkGLcall("glBindBufferARB");
4230 curVBO = e->buffer_object;
4233 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4234 e->format_desc->gl_vtx_format,
4235 e->format_desc->gl_vtx_type,
4236 e->stride,
4237 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4238 GL_EXTCALL(glWeightPointerARB(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4239 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4241 checkGLcall("glWeightPointerARB");
4243 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4245 static BOOL warned;
4246 if (!warned)
4248 FIXME("blendMatrixIndices support\n");
4249 warned = TRUE;
4252 } else {
4253 /* TODO: support blends in drawStridedSlow
4254 * No need to write a FIXME here, this is done after the general vertex decl decoding
4256 WARN("unsupported blending in openGl\n");
4259 else
4261 if (gl_info->supported[ARB_VERTEX_BLEND])
4263 static const GLbyte one = 1;
4264 GL_EXTCALL(glWeightbvARB(1, &one));
4265 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4269 /* Point Size ----------------------------------------------*/
4270 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4272 /* no such functionality in the fixed function GL pipeline */
4273 TRACE("Cannot change ptSize here in openGl\n");
4274 /* TODO: Implement this function in using shaders if they are available */
4277 /* Vertex Pointers -----------------------------------------*/
4278 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4280 e = &si->elements[WINED3D_FFP_POSITION];
4281 if (curVBO != e->buffer_object)
4283 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4284 checkGLcall("glBindBufferARB");
4285 curVBO = e->buffer_object;
4288 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4289 handling for rhw mode should not impact screen position whereas in GL it does.
4290 This may result in very slightly distorted textures in rhw mode.
4291 There's always the other option of fixing the view matrix to
4292 prevent w from having any effect.
4294 This only applies to user pointer sources, in VBOs the vertices are fixed up
4296 if (!e->buffer_object)
4298 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4299 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4300 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4301 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4303 else
4305 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4306 e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4307 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4308 glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4309 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4311 checkGLcall("glVertexPointer(...)");
4312 glEnableClientState(GL_VERTEX_ARRAY);
4313 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4316 /* Normals -------------------------------------------------*/
4317 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4319 e = &si->elements[WINED3D_FFP_NORMAL];
4320 if (curVBO != e->buffer_object)
4322 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4323 checkGLcall("glBindBufferARB");
4324 curVBO = e->buffer_object;
4327 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4328 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4329 glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4330 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4331 checkGLcall("glNormalPointer(...)");
4332 glEnableClientState(GL_NORMAL_ARRAY);
4333 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4335 } else {
4336 glNormal3f(0, 0, 0);
4337 checkGLcall("glNormal3f(0, 0, 0)");
4340 /* Diffuse Colour --------------------------------------------*/
4341 /* WARNING: Data here MUST be in RGBA format, so cannot */
4342 /* go directly into fast mode from app pgm, because */
4343 /* directx requires data in BGRA format. */
4344 /* currently fixupVertices swizzles the format, but this isn't*/
4345 /* very practical when using VBOs */
4346 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4347 /* , or the user doesn't care and wants the speed advantage */
4349 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4351 e = &si->elements[WINED3D_FFP_DIFFUSE];
4352 if (curVBO != e->buffer_object)
4354 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4355 checkGLcall("glBindBufferARB");
4356 curVBO = e->buffer_object;
4359 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4360 e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4361 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4362 glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4363 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4364 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4365 glEnableClientState(GL_COLOR_ARRAY);
4366 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4368 } else {
4369 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4370 checkGLcall("glColor4f(1, 1, 1, 1)");
4373 /* Specular Colour ------------------------------------------*/
4374 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4376 TRACE("setting specular colour\n");
4378 e = &si->elements[WINED3D_FFP_SPECULAR];
4379 if (gl_info->supported[EXT_SECONDARY_COLOR])
4381 GLenum type = e->format_desc->gl_vtx_type;
4382 GLint format = e->format_desc->gl_vtx_format;
4384 if (curVBO != e->buffer_object)
4386 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4387 checkGLcall("glBindBufferARB");
4388 curVBO = e->buffer_object;
4391 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4393 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4394 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4395 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4396 * 4 component secondary colors use it
4398 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4399 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4400 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4401 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4402 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4404 else
4406 switch(type)
4408 case GL_UNSIGNED_BYTE:
4409 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4410 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4411 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4412 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4413 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4414 break;
4416 default:
4417 FIXME("Add 4 component specular color pointers for type %x\n", type);
4418 /* Make sure that the right color component is dropped */
4419 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4420 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4421 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4422 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4423 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4426 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4427 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4429 else
4431 WARN("Specular colour is not supported in this GL implementation.\n");
4434 else
4436 if (gl_info->supported[EXT_SECONDARY_COLOR])
4438 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4439 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4441 else
4443 WARN("Specular colour is not supported in this GL implementation.\n");
4447 /* Texture coords -------------------------------------------*/
4448 loadTexCoords(context, stateblock, si, &curVBO);
4451 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4453 IWineD3DDeviceImpl *device = stateblock->device;
4454 BOOL load_numbered = use_vs(stateblock) && !device->useDrawStridedSlow;
4455 BOOL load_named = !use_vs(stateblock) && !device->useDrawStridedSlow;
4457 if (context->numberedArraysLoaded && !load_numbered)
4459 unloadNumberedArrays(stateblock, context);
4460 context->numberedArraysLoaded = FALSE;
4461 context->numbered_array_mask = 0;
4463 else if (context->namedArraysLoaded)
4465 unloadVertexData(context);
4466 context->namedArraysLoaded = FALSE;
4469 if (load_numbered)
4471 TRACE("Loading numbered arrays\n");
4472 loadNumberedArrays(stateblock, &device->strided_streams, context);
4473 context->numberedArraysLoaded = TRUE;
4475 else if (load_named)
4477 TRACE("Loading vertex data\n");
4478 loadVertexData(context, stateblock, &device->strided_streams);
4479 context->namedArraysLoaded = TRUE;
4483 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4485 const struct wined3d_gl_info *gl_info = context->gl_info;
4486 BOOL updateFog = FALSE;
4487 BOOL useVertexShaderFunction = use_vs(stateblock);
4488 BOOL usePixelShaderFunction = use_ps(stateblock);
4489 IWineD3DDeviceImpl *device = stateblock->device;
4490 BOOL transformed;
4491 BOOL wasrhw = context->last_was_rhw;
4492 unsigned int i;
4494 transformed = device->strided_streams.position_transformed;
4495 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4496 updateFog = TRUE;
4499 /* Reapply lighting if it is not scheduled for reapplication already */
4500 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4501 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4504 if (transformed) {
4505 context->last_was_rhw = TRUE;
4506 } else {
4508 /* Untransformed, so relies on the view and projection matrices */
4509 context->last_was_rhw = FALSE;
4510 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4511 device->untransformed = TRUE;
4513 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4514 * Not needed as long as only hw shaders are supported
4517 /* This sets the shader output position correction constants.
4518 * TODO: Move to the viewport state
4520 if (useVertexShaderFunction)
4522 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4523 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4524 device->posFixup[3] = device->posFixup[1] * yoffset;
4528 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4529 * off this function will be called again anyway to make sure they're properly set
4531 if(!useVertexShaderFunction) {
4532 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4533 * or transformed / untransformed was switched
4535 if(wasrhw != context->last_was_rhw &&
4536 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4537 !isStateDirty(context, STATE_VIEWPORT)) {
4538 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4540 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4541 * mode.
4543 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4544 * this check will fail and the matrix not applied again. This is OK because a simple
4545 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4546 * needs of the vertex declaration.
4548 * World and view matrix go into the same gl matrix, so only apply them when neither is
4549 * dirty
4551 if(transformed != wasrhw &&
4552 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4553 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4554 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4557 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4558 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4561 if(context->last_was_vshader) {
4562 updateFog = TRUE;
4563 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4564 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4566 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4568 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4571 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4572 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4574 } else {
4575 if(!context->last_was_vshader) {
4576 static BOOL warned = FALSE;
4577 if(!device->vs_clipping) {
4578 /* Disable all clip planes to get defined results on all drivers. See comment in the
4579 * state_clipping state handler
4581 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4583 glDisable(GL_CLIP_PLANE0 + i);
4584 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4587 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4588 FIXME("Clipping not supported with vertex shaders\n");
4589 warned = TRUE;
4592 if(wasrhw) {
4593 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4594 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4595 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4596 * fixed function vertex processing states back in a sane state before switching to shaders
4598 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4599 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4601 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4602 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4605 updateFog = TRUE;
4607 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4608 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4609 * device->vs_clipping is false.
4611 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4613 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4618 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4619 * application
4621 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4622 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4624 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4625 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4629 context->last_was_vshader = useVertexShaderFunction;
4631 if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4633 if(!useVertexShaderFunction) {
4634 int i;
4635 for(i = 0; i < MAX_TEXTURES; i++) {
4636 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4637 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4643 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4645 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4646 UINT width, height;
4647 WINED3DVIEWPORT vp = stateblock->viewport;
4649 if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4650 if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4652 glDepthRange(vp.MinZ, vp.MaxZ);
4653 checkGLcall("glDepthRange");
4654 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4656 if (context->render_offscreen)
4658 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4659 } else {
4660 target->get_drawable_size(context, &width, &height);
4662 glViewport(vp.X,
4663 (height - (vp.Y + vp.Height)),
4664 vp.Width, vp.Height);
4667 checkGLcall("glViewport");
4670 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4672 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4674 stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
4675 stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
4677 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4678 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4680 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4681 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4683 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4684 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4687 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4689 UINT Index = state - STATE_ACTIVELIGHT(0);
4690 const struct wined3d_light_info *lightInfo = stateblock->activeLights[Index];
4692 if(!lightInfo) {
4693 glDisable(GL_LIGHT0 + Index);
4694 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4695 } else {
4696 float quad_att;
4697 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4699 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4700 glMatrixMode(GL_MODELVIEW);
4701 glPushMatrix();
4702 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4704 /* Diffuse: */
4705 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4706 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4707 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4708 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4709 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4710 checkGLcall("glLightfv");
4712 /* Specular */
4713 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4714 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4715 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4716 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4717 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4718 checkGLcall("glLightfv");
4720 /* Ambient */
4721 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4722 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4723 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4724 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4725 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4726 checkGLcall("glLightfv");
4728 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4729 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4730 } else {
4731 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4734 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4735 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4736 * Attenuation0 to NaN and crashes in the gl lib
4739 switch (lightInfo->OriginalParms.Type) {
4740 case WINED3DLIGHT_POINT:
4741 /* Position */
4742 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4743 checkGLcall("glLightfv");
4744 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4745 checkGLcall("glLightf");
4746 /* Attenuation - Are these right? guessing... */
4747 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4748 checkGLcall("glLightf");
4749 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4750 checkGLcall("glLightf");
4751 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4752 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4753 checkGLcall("glLightf");
4754 /* FIXME: Range */
4755 break;
4757 case WINED3DLIGHT_SPOT:
4758 /* Position */
4759 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4760 checkGLcall("glLightfv");
4761 /* Direction */
4762 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4763 checkGLcall("glLightfv");
4764 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4765 checkGLcall("glLightf");
4766 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4767 checkGLcall("glLightf");
4768 /* Attenuation - Are these right? guessing... */
4769 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4770 checkGLcall("glLightf");
4771 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4772 checkGLcall("glLightf");
4773 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4774 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4775 checkGLcall("glLightf");
4776 /* FIXME: Range */
4777 break;
4779 case WINED3DLIGHT_DIRECTIONAL:
4780 /* Direction */
4781 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4782 checkGLcall("glLightfv");
4783 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4784 checkGLcall("glLightf");
4785 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4786 checkGLcall("glLightf");
4787 break;
4789 default:
4790 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4793 /* Restore the modelview matrix */
4794 glPopMatrix();
4796 glEnable(GL_LIGHT0 + Index);
4797 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4801 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4803 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4804 RECT *pRect = &stateblock->scissorRect;
4805 UINT height;
4806 UINT width;
4808 target->get_drawable_size(context, &width, &height);
4809 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4810 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4812 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4813 pRect->right - pRect->left, pRect->bottom - pRect->top);
4815 if (context->render_offscreen)
4817 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4818 } else {
4819 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4821 checkGLcall("glScissor");
4824 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4826 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4827 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4828 } else {
4829 struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4830 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4834 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4836 if (context->render_offscreen)
4838 glFrontFace(GL_CCW);
4839 checkGLcall("glFrontFace(GL_CCW)");
4840 } else {
4841 glFrontFace(GL_CW);
4842 checkGLcall("glFrontFace(GL_CW)");
4846 const struct StateEntryTemplate misc_state_template[] = {
4847 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4848 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4849 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4850 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4851 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4852 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4853 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4854 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4855 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4856 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4857 { STATE_STREAMSRC, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4858 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4859 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4860 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4861 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4862 * vshader loadings are untied from each other
4864 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4865 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4866 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4867 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4868 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4869 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4870 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4871 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4872 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4873 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4874 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4875 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4876 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4877 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4878 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4879 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4880 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4881 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4882 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4883 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4884 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4885 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4886 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4915 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4916 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4917 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4918 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4919 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4920 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4921 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4922 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4923 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4924 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4925 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4926 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4927 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4928 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4929 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4930 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4955 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4992 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
4996 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4998 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5002 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5004 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5006 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5008 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5011 /* Samplers */
5012 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5013 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5014 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5015 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5016 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5017 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5018 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5019 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5020 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5021 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5022 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5023 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5024 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5025 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5026 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5027 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5028 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5029 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5030 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5031 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5032 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5035 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5036 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5037 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5038 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5040 /* Clip planes */
5041 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5042 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5043 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5044 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5045 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5046 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5047 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5048 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5049 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5050 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5051 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5052 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5053 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5054 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5055 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5056 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5057 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5058 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5059 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5060 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5061 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5062 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5063 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5064 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5065 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5066 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5067 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5068 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5069 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5070 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5071 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5072 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5073 /* Lights */
5074 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5075 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5076 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5077 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5078 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5079 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5080 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5081 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5082 /* Viewport */
5083 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5084 /* Transform states follow */
5085 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5086 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5087 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5088 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5089 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5090 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5091 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5092 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5093 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5094 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5095 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5096 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5097 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5098 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5099 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5352 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5353 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5354 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5355 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5356 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5357 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5358 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5359 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5367 /* Fog */
5368 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5369 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5370 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5371 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5372 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5373 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5374 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5375 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5376 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5377 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5378 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5379 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5380 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5381 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5382 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5383 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5384 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5385 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5386 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5387 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5388 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5389 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5390 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5391 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5392 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5393 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5394 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5395 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5396 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5397 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5398 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5399 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5400 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5402 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5403 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5404 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5406 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5407 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5408 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5409 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5410 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5411 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5412 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5413 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5414 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5415 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5416 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5417 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5418 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5419 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5420 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5421 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5422 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5423 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5424 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5425 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5426 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5427 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5428 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5429 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5430 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5433 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5434 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5435 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5436 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5437 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5438 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5439 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5440 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5441 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5442 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5443 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5444 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5445 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5446 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5447 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5448 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5449 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5450 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5451 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5452 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5453 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5454 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5455 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5515 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5517 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5518 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5519 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5520 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5523 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5525 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5526 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5527 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5528 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5529 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5530 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5531 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5532 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5534 #undef GLINFO_LOCATION
5536 /* Context activation is done by the caller. */
5537 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5539 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5541 pCaps->PrimitiveMiscCaps = 0;
5542 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5543 WINED3DTEXOPCAPS_ADDSIGNED |
5544 WINED3DTEXOPCAPS_ADDSIGNED2X |
5545 WINED3DTEXOPCAPS_MODULATE |
5546 WINED3DTEXOPCAPS_MODULATE2X |
5547 WINED3DTEXOPCAPS_MODULATE4X |
5548 WINED3DTEXOPCAPS_SELECTARG1 |
5549 WINED3DTEXOPCAPS_SELECTARG2 |
5550 WINED3DTEXOPCAPS_DISABLE;
5552 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5553 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5554 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5556 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5557 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5558 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5559 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5560 WINED3DTEXOPCAPS_LERP |
5561 WINED3DTEXOPCAPS_SUBTRACT;
5563 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5564 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5566 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5567 WINED3DTEXOPCAPS_MULTIPLYADD |
5568 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5569 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5570 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5572 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5573 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5575 pCaps->MaxTextureBlendStages = gl_info->limits.textures;
5576 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5579 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5580 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5581 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5583 if (TRACE_ON(d3d))
5585 TRACE("Checking support for fixup:\n");
5586 dump_color_fixup_desc(fixup);
5589 /* We only support identity conversions. */
5590 if (is_identity_fixup(fixup))
5592 TRACE("[OK]\n");
5593 return TRUE;
5596 TRACE("[FAILED]\n");
5597 return FALSE;
5600 const struct fragment_pipeline ffp_fragment_pipeline = {
5601 ffp_enable,
5602 ffp_fragment_get_caps,
5603 ffp_fragment_alloc,
5604 ffp_fragment_free,
5605 ffp_color_fixup_supported,
5606 ffp_fragmentstate_template,
5607 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5610 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5612 unsigned int i;
5613 for(i = 0; funcs[i]; i++);
5614 return i;
5617 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5619 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5620 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5623 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5625 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5626 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5627 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5630 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5632 unsigned int start, last, i;
5634 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5635 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5636 for (i = start; i <= last; ++i)
5638 state_table[i].representative = 0;
5639 state_table[i].apply = state_undefined;
5642 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5643 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
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_WORLDMATRIX(gl_info->limits.blends));
5651 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
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 static const struct
5663 DWORD first;
5664 DWORD last;
5666 rs_holes[] =
5668 { 1, 1},
5669 { 3, 3},
5670 { 17, 18},
5671 { 21, 21},
5672 { 42, 45},
5673 { 61, 127},
5674 {149, 150},
5675 {169, 169},
5676 {177, 177},
5677 {196, 197},
5678 { 0, 0},
5680 static const DWORD simple_states[] =
5682 STATE_MATERIAL,
5683 STATE_VDECL,
5684 STATE_STREAMSRC,
5685 STATE_INDEXBUFFER,
5686 STATE_VERTEXSHADERCONSTANT,
5687 STATE_PIXELSHADERCONSTANT,
5688 STATE_VSHADER,
5689 STATE_PIXELSHADER,
5690 STATE_VIEWPORT,
5691 STATE_SCISSORRECT,
5692 STATE_FRONTFACE,
5694 unsigned int i, current;
5696 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5698 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5700 if (!state_table[i].representative)
5701 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5703 else if (state_table[i].representative)
5704 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5706 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5709 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5711 if (!state_table[simple_states[i]].representative)
5712 ERR("State %s (%#x) should have a representative.\n",
5713 debug_d3dstate(simple_states[i]), simple_states[i]);
5716 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5718 DWORD rep = state_table[i].representative;
5719 if (rep)
5721 if (state_table[rep].representative != rep)
5723 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5724 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5725 state_table[i].representative = 0;
5728 if (rep != i)
5730 if (state_table[i].apply)
5731 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5733 else if (!state_table[i].apply)
5735 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5741 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5742 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5743 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5745 unsigned int i, type, handlers;
5746 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5747 const struct StateEntryTemplate *cur;
5748 BOOL set[STATE_HIGHEST + 1];
5750 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5752 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5753 StateTable[i].representative = 0;
5754 StateTable[i].apply = state_undefined;
5757 for(type = 0; type < 3; type++) {
5758 /* This switch decides the order in which the states are applied */
5759 switch(type) {
5760 case 0: cur = misc; break;
5761 case 1: cur = fragment->states; break;
5762 case 2: cur = vertex; break;
5763 default: cur = NULL; /* Stupid compiler */
5765 if(!cur) continue;
5767 /* GL extension filtering should not prevent multiple handlers being applied from different
5768 * pipeline parts
5770 memset(set, 0, sizeof(set));
5772 for(i = 0; cur[i].state; i++) {
5773 APPLYSTATEFUNC *funcs_array;
5775 /* Only use the first matching state with the available extension from one template.
5776 * e.g.
5777 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5778 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5780 * if GL_XYZ_fancy is supported, ignore the 2nd line
5782 if(set[cur[i].state]) continue;
5783 /* Skip state lines depending on unsupported extensions */
5784 if (!gl_info->supported[cur[i].extension]) continue;
5785 set[cur[i].state] = TRUE;
5786 /* In some cases having an extension means that nothing has to be
5787 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5788 * supported, the texture coordinate fixup can be ignored. If the
5789 * apply function is used, mark the state set(done above) to prevent
5790 * applying later lines, but do not record anything in the state
5791 * table
5793 if (!cur[i].content.representative) continue;
5795 handlers = num_handlers(multistate_funcs[cur[i].state]);
5796 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5797 switch(handlers) {
5798 case 0:
5799 StateTable[cur[i].state].apply = cur[i].content.apply;
5800 break;
5801 case 1:
5802 StateTable[cur[i].state].apply = multistate_apply_2;
5803 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5805 sizeof(**dev_multistate_funcs) * 2);
5806 if (!dev_multistate_funcs[cur[i].state]) {
5807 goto out_of_mem;
5810 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5811 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5812 break;
5813 case 2:
5814 StateTable[cur[i].state].apply = multistate_apply_3;
5815 funcs_array = HeapReAlloc(GetProcessHeap(),
5817 dev_multistate_funcs[cur[i].state],
5818 sizeof(**dev_multistate_funcs) * 3);
5819 if (!funcs_array) {
5820 goto out_of_mem;
5823 dev_multistate_funcs[cur[i].state] = funcs_array;
5824 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5825 break;
5826 default:
5827 ERR("Unexpected amount of state handlers for state %u: %u\n",
5828 cur[i].state, handlers + 1);
5831 if(StateTable[cur[i].state].representative &&
5832 StateTable[cur[i].state].representative != cur[i].content.representative) {
5833 FIXME("State %u has different representatives in different pipeline parts\n",
5834 cur[i].state);
5836 StateTable[cur[i].state].representative = cur[i].content.representative;
5840 prune_invalid_states(StateTable, gl_info);
5841 validate_state_table(StateTable);
5843 return WINED3D_OK;
5845 out_of_mem:
5846 for (i = 0; i <= STATE_HIGHEST; ++i) {
5847 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5850 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5852 return E_OUTOFMEMORY;