push decde5eed3d79f9d889b4d757f73e86ce6ff9241
[wine/hacks.git] / dlls / wined3d / state.c
bloba6903c6cd639adde94754d2791ef2d1fab78e1ec
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
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
39 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
41 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
42 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
43 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
45 if(STATE_IS_RENDER(state)) {
46 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
47 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
48 } else {
49 /* Shouldn't have an unknown type here */
50 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
54 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
55 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
56 * list without causing confusing terminal output. Deliberately no special debug name here
57 * because its undefined.
59 WARN("undefined state %d\n", state);
62 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
63 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
65 switch(Value) {
66 case WINED3DFILL_POINT:
67 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
68 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
69 break;
70 case WINED3DFILL_WIREFRAME:
71 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
72 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
73 break;
74 case WINED3DFILL_SOLID:
75 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
76 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
77 break;
78 default:
79 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
83 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
84 BOOL transformed;
86 /* Lighting is not enabled if transformed vertices are drawn
87 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
88 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
89 * vertex declaration applying function calls this function for updating
92 if(isStateDirty(context, STATE_VDECL)) {
93 return;
96 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
97 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
98 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
100 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
101 glEnable(GL_LIGHTING);
102 checkGLcall("glEnable GL_LIGHTING");
103 } else {
104 glDisable(GL_LIGHTING);
105 checkGLcall("glDisable GL_LIGHTING");
109 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
110 /* No z test without depth stencil buffers */
111 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
112 TRACE("No Z buffer - disabling depth test\n");
113 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
114 checkGLcall("glDisable GL_DEPTH_TEST");
115 return;
118 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
119 case WINED3DZB_FALSE:
120 glDisable(GL_DEPTH_TEST);
121 checkGLcall("glDisable GL_DEPTH_TEST");
122 break;
123 case WINED3DZB_TRUE:
124 glEnable(GL_DEPTH_TEST);
125 checkGLcall("glEnable GL_DEPTH_TEST");
126 break;
127 case WINED3DZB_USEW:
128 glEnable(GL_DEPTH_TEST);
129 checkGLcall("glEnable GL_DEPTH_TEST");
130 FIXME("W buffer is not well handled\n");
131 break;
132 default:
133 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
137 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
138 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
139 * switch
141 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
142 case WINED3DCULL_NONE:
143 glDisable(GL_CULL_FACE);
144 checkGLcall("glDisable GL_CULL_FACE");
145 break;
146 case WINED3DCULL_CW:
147 glEnable(GL_CULL_FACE);
148 checkGLcall("glEnable GL_CULL_FACE");
149 glCullFace(GL_FRONT);
150 checkGLcall("glCullFace(GL_FRONT)");
151 break;
152 case WINED3DCULL_CCW:
153 glEnable(GL_CULL_FACE);
154 checkGLcall("glEnable GL_CULL_FACE");
155 glCullFace(GL_BACK);
156 checkGLcall("glCullFace(GL_BACK)");
157 break;
158 default:
159 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
163 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
164 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
165 case WINED3DSHADE_FLAT:
166 glShadeModel(GL_FLAT);
167 checkGLcall("glShadeModel(GL_FLAT)");
168 break;
169 case WINED3DSHADE_GOURAUD:
170 glShadeModel(GL_SMOOTH);
171 checkGLcall("glShadeModel(GL_SMOOTH)");
172 break;
173 case WINED3DSHADE_PHONG:
174 FIXME("WINED3DSHADE_PHONG isn't supported\n");
175 break;
176 default:
177 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
181 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
182 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
183 glEnable(GL_DITHER);
184 checkGLcall("glEnable GL_DITHER");
185 } else {
186 glDisable(GL_DITHER);
187 checkGLcall("glDisable GL_DITHER");
191 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
192 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
193 * this has to be merged with ZENABLE and ZFUNC
195 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
196 glDepthMask(1);
197 checkGLcall("glDepthMask(1)");
198 } else {
199 glDepthMask(0);
200 checkGLcall("glDepthMask(0)");
204 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
205 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
207 if(glParm) {
208 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
209 static BOOL once = FALSE;
210 /* There are a few issues with this: First, our inability to
211 * select a proper Z depth, most of the time we're stuck with
212 * D24S8, even if the app selects D32 or D16. There seem to be
213 * some other precision problems which have to be debugged to
214 * make NOTEQUAL and EQUAL work properly
216 if(!once) {
217 once = TRUE;
218 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
222 glDepthFunc(glParm);
223 checkGLcall("glDepthFunc");
227 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
228 float col[4];
229 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
231 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
232 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
233 checkGLcall("glLightModel for MODEL_AMBIENT");
236 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
237 int srcBlend = GL_ZERO;
238 int dstBlend = GL_ZERO;
239 const StaticPixelFormatDesc *rtFormat;
240 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
242 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
243 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
244 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
245 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
246 const GlPixelFormatDesc *glDesc;
247 getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
249 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
250 * The d3d9 visual test confirms the behavior. */
251 if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
252 glDisable(GL_BLEND);
253 checkGLcall("glDisable GL_BLEND");
254 return;
255 } else {
256 glEnable(GL_BLEND);
257 checkGLcall("glEnable GL_BLEND");
259 } else {
260 glDisable(GL_BLEND);
261 checkGLcall("glDisable GL_BLEND");
262 /* Nothing more to do - get out */
263 return;
266 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
267 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
268 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
269 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
270 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
271 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
272 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
273 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
274 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
276 /* To compensate the lack of format switching with backbuffer offscreen rendering,
277 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
278 * if the render target doesn't support alpha blending. A nonexistent alpha channel
279 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
281 case WINED3DBLEND_DESTALPHA :
282 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
283 dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
284 break;
285 case WINED3DBLEND_INVDESTALPHA :
286 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
287 dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
288 break;
290 case WINED3DBLEND_SRCALPHASAT :
291 dstBlend = GL_SRC_ALPHA_SATURATE;
292 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
293 break;
295 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
296 * values which are still valid up to d3d9. They should not occur as dest blend values
298 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
299 srcBlend = GL_SRC_ALPHA;
300 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
301 break;
303 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
304 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
305 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
306 break;
308 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
309 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
310 default:
311 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
314 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
315 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
316 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
317 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
318 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
319 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
320 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
321 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
322 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
323 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
325 case WINED3DBLEND_DESTALPHA :
326 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
327 srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
328 break;
329 case WINED3DBLEND_INVDESTALPHA :
330 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
331 srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
332 break;
334 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
335 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
336 break;
338 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
339 dstBlend = GL_SRC_ALPHA;
340 break;
342 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
343 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
344 default:
345 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
348 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
349 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
350 glEnable(GL_LINE_SMOOTH);
351 checkGLcall("glEnable(GL_LINE_SMOOTH)");
352 if(srcBlend != GL_SRC_ALPHA) {
353 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
355 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
356 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
358 } else {
359 glDisable(GL_LINE_SMOOTH);
360 checkGLcall("glDisable(GL_LINE_SMOOTH)");
363 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
364 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
365 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
368 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
369 int srcBlendAlpha = GL_ZERO;
370 int dstBlendAlpha = GL_ZERO;
372 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
373 if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
374 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
375 return;
378 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
379 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
380 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
381 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
382 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
383 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
384 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
385 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
386 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
387 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
388 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
389 case WINED3DBLEND_SRCALPHASAT :
390 dstBlend = GL_SRC_ALPHA_SATURATE;
391 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
392 break;
393 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
394 * values which are still valid up to d3d9. They should not occur as dest blend values
396 case WINED3DBLEND_BOTHSRCALPHA :
397 dstBlendAlpha = GL_SRC_ALPHA;
398 srcBlendAlpha = GL_SRC_ALPHA;
399 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
400 break;
401 case WINED3DBLEND_BOTHINVSRCALPHA :
402 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
403 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
404 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
405 break;
406 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
407 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
408 default:
409 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
412 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
413 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
414 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
415 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
416 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
417 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
418 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
419 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
420 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
421 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
422 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
423 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
424 case WINED3DBLEND_BOTHSRCALPHA :
425 srcBlendAlpha = GL_SRC_ALPHA;
426 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
427 break;
428 case WINED3DBLEND_BOTHINVSRCALPHA :
429 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
430 dstBlendAlpha = GL_SRC_ALPHA;
431 break;
432 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
433 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
434 default:
435 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
438 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
439 checkGLcall("glBlendFuncSeparateEXT");
440 } else {
441 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
442 glBlendFunc(srcBlend, dstBlend);
443 checkGLcall("glBlendFunc");
446 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
447 so it may need updating */
448 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
449 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
450 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
454 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
455 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
458 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
459 float col[4];
461 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
462 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
463 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
464 checkGLcall("glBlendColor");
467 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
468 int glParm = 0;
469 float ref;
470 BOOL enable_ckey = FALSE;
472 IWineD3DSurfaceImpl *surf;
474 /* Find out if the texture on the first stage has a ckey set
475 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
476 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
477 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
478 * in case it finds some texture+colorkeyenable combination which needs extra care.
480 if(stateblock->textures[0] && (
481 stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
482 stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
483 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
485 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
486 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
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
491 if(fmt->alphaMask == 0x00000000) {
492 enable_ckey = TRUE;
497 if(enable_ckey || context->last_was_ckey) {
498 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
499 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
501 context->last_was_ckey = enable_ckey;
503 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
504 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
505 glEnable(GL_ALPHA_TEST);
506 checkGLcall("glEnable GL_ALPHA_TEST");
507 } else {
508 glDisable(GL_ALPHA_TEST);
509 checkGLcall("glDisable GL_ALPHA_TEST");
510 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
511 * enable call
513 return;
516 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
517 glParm = GL_NOTEQUAL;
518 ref = 0.0;
519 } else {
520 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
521 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
523 if(glParm) {
524 glAlphaFunc(glParm, ref);
525 checkGLcall("glAlphaFunc");
529 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
530 DWORD enable = 0xFFFFFFFF;
531 DWORD disable = 0x00000000;
533 if (use_vs(stateblock->wineD3DDevice)) {
534 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
535 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
536 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
537 * of that - don't do anything here and keep them disabled
539 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
540 static BOOL warned = FALSE;
541 if(!warned) {
542 FIXME("Clipping not supported with vertex shaders\n");
543 warned = TRUE;
546 return;
549 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
550 * of already set values
553 /* If enabling / disabling all
554 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
556 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
557 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
558 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
559 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
560 glDisable(GL_DEPTH_CLAMP_NV);
561 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
563 } else {
564 disable = 0xffffffff;
565 enable = 0x00;
566 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
567 glEnable(GL_DEPTH_CLAMP_NV);
568 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
572 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
573 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
574 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
575 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
576 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
577 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
579 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
580 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
581 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
582 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
583 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
584 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
586 /** update clipping status */
587 if (enable) {
588 stateblock->clip_status.ClipUnion = 0;
589 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
590 } else {
591 stateblock->clip_status.ClipUnion = 0;
592 stateblock->clip_status.ClipIntersection = 0;
596 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
597 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
600 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
601 int blendEquation = GL_FUNC_ADD;
602 int blendEquationAlpha = GL_FUNC_ADD;
604 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
605 if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
606 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
607 return;
610 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
611 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
612 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
613 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
614 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
615 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
616 default:
617 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
620 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
621 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
622 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
623 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
624 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
625 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
626 default:
627 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
630 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
631 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
632 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
633 checkGLcall("glBlendEquationSeparateEXT");
634 } else {
635 TRACE("glBlendEquation(%x)\n", blendEquation);
636 GL_EXTCALL(glBlendEquationEXT(blendEquation));
637 checkGLcall("glBlendEquation");
641 static void
642 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
643 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
644 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
645 * specular color. This is wrong:
646 * Separate specular color means the specular colour is maintained separately, whereas
647 * single color means it is merged in. However in both cases they are being used to
648 * some extent.
649 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
650 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
651 * running 1.4 yet!
654 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
655 * Instead, we need to setup the FinalCombiner properly.
657 * The default setup for the FinalCombiner is:
659 * <variable> <input> <mapping> <usage>
660 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
661 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
662 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
663 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
664 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
665 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
666 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
668 * That's pretty much fine as it is, except for variable B, which needs to take
669 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
670 * whether WINED3DRS_SPECULARENABLE is enabled or not.
673 TRACE("Setting specular enable state and materials\n");
674 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
675 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
676 checkGLcall("glMaterialfv");
678 if(stateblock->material.Power > GL_LIMITS(shininess)) {
679 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
680 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
681 * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
682 * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
683 * them, it should be safe to do so without major visual distortions.
685 WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
686 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
687 } else {
688 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
690 checkGLcall("glMaterialf(GL_SHININESS)");
692 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
693 glEnable(GL_COLOR_SUM_EXT);
694 } else {
695 TRACE("Specular colors cannot be enabled in this version of opengl\n");
697 checkGLcall("glEnable(GL_COLOR_SUM)");
699 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
700 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
701 checkGLcall("glFinalCombinerInputNV()");
703 } else {
704 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
706 /* for the case of enabled lighting: */
707 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
708 checkGLcall("glMaterialfv");
710 /* for the case of disabled lighting: */
711 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
712 glDisable(GL_COLOR_SUM_EXT);
713 } else {
714 TRACE("Specular colors cannot be disabled in this version of opengl\n");
716 checkGLcall("glDisable(GL_COLOR_SUM)");
718 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
719 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
720 checkGLcall("glFinalCombinerInputNV()");
724 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
725 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
726 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
727 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
728 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
729 stateblock->material.Specular.b, stateblock->material.Specular.a);
730 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
731 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
733 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
734 checkGLcall("glMaterialfv(GL_AMBIENT)");
735 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
736 checkGLcall("glMaterialfv(GL_DIFFUSE)");
737 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
738 checkGLcall("glMaterialfv(GL_EMISSION)");
741 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
742 unsigned int i;
744 /* Note the texture color applies to all textures whereas
745 * GL_TEXTURE_ENV_COLOR applies to active only
747 float col[4];
748 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
750 /* And now the default texture color as well */
751 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
752 /* Note the WINED3DRS value applies to all textures, but GL has one
753 * per texture, so apply it now ready to be used!
755 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
756 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
757 checkGLcall("glActiveTextureARB");
758 } else if (i>0) {
759 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
762 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
763 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
767 static void
768 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
769 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
770 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
771 GL_EXTCALL(glActiveStencilFaceEXT(face));
772 checkGLcall("glActiveStencilFaceEXT(...)");
773 glStencilFunc(func, ref, mask);
774 checkGLcall("glStencilFunc(...)");
775 glStencilOp(stencilFail, depthFail, stencilPass);
776 checkGLcall("glStencilOp(...)");
779 static void
780 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
781 DWORD onesided_enable = FALSE;
782 DWORD twosided_enable = FALSE;
783 GLint func = GL_ALWAYS;
784 GLint func_ccw = GL_ALWAYS;
785 GLint ref = 0;
786 GLuint mask = 0;
787 GLint stencilFail = GL_KEEP;
788 GLint depthFail = GL_KEEP;
789 GLint stencilPass = GL_KEEP;
790 GLint stencilFail_ccw = GL_KEEP;
791 GLint depthFail_ccw = GL_KEEP;
792 GLint stencilPass_ccw = GL_KEEP;
794 /* No stencil test without a stencil buffer */
795 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
796 glDisable(GL_STENCIL_TEST);
797 checkGLcall("glDisable GL_STENCIL_TEST");
798 return;
801 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
802 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
803 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
804 func = GL_ALWAYS;
805 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
806 func_ccw = GL_ALWAYS;
807 ref = stateblock->renderState[WINED3DRS_STENCILREF];
808 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
809 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
810 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
811 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
812 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
813 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
814 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
816 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
817 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
818 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
819 onesided_enable, twosided_enable, ref, mask,
820 func, stencilFail, depthFail, stencilPass,
821 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
823 if (twosided_enable && onesided_enable) {
824 glEnable(GL_STENCIL_TEST);
825 checkGLcall("glEnable GL_STENCIL_TEST");
827 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
828 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
829 * which has an effect on the code below too. If we apply the front face
830 * afterwards, we are sure that the active stencil face is set to front,
831 * and other stencil functions which do not use two sided stencil do not have
832 * to set it back
834 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
835 stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
836 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
837 stencilFail, depthFail, stencilPass);
838 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
839 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
840 checkGLcall("glStencilFuncSeparateATI(...)");
841 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
842 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
843 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
844 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
845 } else {
846 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
848 } else if(onesided_enable) {
849 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
850 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
851 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
854 /* This code disables the ATI extension as well, since the standard stencil functions are equal
855 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
857 glEnable(GL_STENCIL_TEST);
858 checkGLcall("glEnable GL_STENCIL_TEST");
859 glStencilFunc(func, ref, mask);
860 checkGLcall("glStencilFunc(...)");
861 glStencilOp(stencilFail, depthFail, stencilPass);
862 checkGLcall("glStencilOp(...)");
863 } else {
864 glDisable(GL_STENCIL_TEST);
865 checkGLcall("glDisable GL_STENCIL_TEST");
869 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
870 DWORD mask;
872 if(stateblock->wineD3DDevice->stencilBufferTarget) {
873 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
874 } else {
875 mask = 0;
878 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
879 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
880 glStencilMask(mask);
881 checkGLcall("glStencilMask");
882 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
883 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
884 glStencilMask(mask);
887 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
888 DWORD mask;
890 if(stateblock->wineD3DDevice->stencilBufferTarget) {
891 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
892 } else {
893 mask = 0;
896 glStencilMask(mask);
897 checkGLcall("glStencilMask");
900 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
901 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
902 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
903 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
904 float fogstart, fogend;
906 union {
907 DWORD d;
908 float f;
909 } tmpvalue;
911 if (!fogenable) {
912 /* No fog? Disable it, and we're done :-) */
913 glDisable(GL_FOG);
914 checkGLcall("glDisable GL_FOG");
915 if( use_ps(stateblock->wineD3DDevice)
916 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
917 /* disable fog in the pixel shader
918 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
919 * -1/(e-s) and e/(e-s) respectively.
921 glFogf(GL_FOG_START, 0.0f);
922 checkGLcall("glFogf(GL_FOG_START, fogstart)");
923 glFogf(GL_FOG_END, 1.0f);
924 checkGLcall("glFogf(GL_FOG_END, fogend)");
926 return;
929 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
930 fogstart = tmpvalue.f;
931 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
932 fogend = tmpvalue.f;
934 /* Fog Rules:
936 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
937 * It can use the Z value of the vertex, or the alpha component of the specular color.
938 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
939 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
940 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
942 * FOGTABLEMODE != NONE:
943 * The Z value is used, with the equation specified, no matter what vertex type.
945 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
946 * Per vertex fog is calculated using the specified fog equation and the parameters
948 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
949 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
950 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
953 * Rules for vertex fog with shaders:
955 * When mixing fixed function functionality with the programmable pipeline, D3D expects
956 * the fog computation to happen during transformation while openGL expects it to happen
957 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
958 * the pixel shader while openGL always expects the pixel shader to handle the blending.
959 * To solve this problem, WineD3D does:
960 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
961 * shader,
962 * and 2) disables the fog computation (in either the fixed function or programmable
963 * rasterizer) if using a vertex program.
966 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
967 * without shaders).
970 if( is_ps3 ) {
971 if( !use_vs(stateblock->wineD3DDevice)
972 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
973 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
977 if (use_vs(stateblock->wineD3DDevice)
978 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
979 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
980 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
981 /* Disable fog */
982 fogenable = FALSE;
983 } else {
984 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
985 glFogi(GL_FOG_MODE, GL_LINEAR);
986 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
987 fogstart = 1.0;
988 fogend = 0.0;
991 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
992 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
993 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
994 context->fog_coord = FALSE;
996 context->last_was_foggy_shader = TRUE;
998 else if( use_ps(stateblock->wineD3DDevice) ) {
999 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1000 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
1002 WINED3DFOGMODE mode;
1003 context->last_was_foggy_shader = FALSE;
1005 /* If both fogmodes are set use the table fog mode */
1006 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1007 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
1008 else
1009 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
1011 switch (mode) {
1012 case WINED3DFOG_EXP:
1013 case WINED3DFOG_EXP2:
1014 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
1015 /* Disable fog */
1016 fogenable = FALSE;
1017 break;
1019 case WINED3DFOG_LINEAR:
1020 fogstart = -1.0f/(fogend-fogstart);
1021 fogend *= -fogstart;
1022 break;
1024 case WINED3DFOG_NONE:
1025 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
1026 /* Disable fog */
1027 fogenable = FALSE;
1028 break;
1029 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1032 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1033 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1034 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1035 context->fog_coord = FALSE;
1038 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1039 * the system will apply only pixel(=table) fog effects."
1041 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1042 glHint(GL_FOG_HINT, GL_FASTEST);
1043 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
1044 context->last_was_foggy_shader = FALSE;
1046 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1047 /* If processed vertices are used, fall through to the NONE case */
1048 case WINED3DFOG_EXP: {
1049 if(!context->last_was_rhw) {
1050 glFogi(GL_FOG_MODE, GL_EXP);
1051 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1052 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1053 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1054 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1055 context->fog_coord = FALSE;
1057 break;
1060 case WINED3DFOG_EXP2: {
1061 if(!context->last_was_rhw) {
1062 glFogi(GL_FOG_MODE, GL_EXP2);
1063 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1064 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1065 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1066 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1067 context->fog_coord = FALSE;
1069 break;
1072 case WINED3DFOG_LINEAR: {
1073 if(!context->last_was_rhw) {
1074 glFogi(GL_FOG_MODE, GL_LINEAR);
1075 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1076 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1077 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1078 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1079 context->fog_coord = FALSE;
1081 break;
1084 case WINED3DFOG_NONE: {
1085 /* Both are none? According to msdn the alpha channel of the specular
1086 * color contains a fog factor. Set it in drawStridedSlow.
1087 * Same happens with Vertexfog on transformed vertices
1089 if(GL_SUPPORT(EXT_FOG_COORD)) {
1090 if(context->fog_coord == FALSE) {
1091 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1092 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1093 context->fog_coord = TRUE;
1095 glFogi(GL_FOG_MODE, GL_LINEAR);
1096 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1097 fogstart = 0xff;
1098 fogend = 0x0;
1099 } else {
1100 /* Disable GL fog, handle this in software in drawStridedSlow */
1101 fogenable = FALSE;
1103 break;
1105 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1107 } else {
1108 glHint(GL_FOG_HINT, GL_NICEST);
1109 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
1110 context->last_was_foggy_shader = FALSE;
1112 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1113 case WINED3DFOG_EXP:
1114 glFogi(GL_FOG_MODE, GL_EXP);
1115 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1116 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1117 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1118 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1119 context->fog_coord = FALSE;
1121 break;
1123 case WINED3DFOG_EXP2:
1124 glFogi(GL_FOG_MODE, GL_EXP2);
1125 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1126 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1127 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1128 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1129 context->fog_coord = FALSE;
1131 break;
1133 case WINED3DFOG_LINEAR:
1134 glFogi(GL_FOG_MODE, GL_LINEAR);
1135 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1136 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1137 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1138 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1139 context->fog_coord = FALSE;
1141 break;
1143 case WINED3DFOG_NONE: /* Won't happen */
1144 default:
1145 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1149 if(fogenable) {
1150 glEnable(GL_FOG);
1151 checkGLcall("glEnable GL_FOG");
1153 if(fogstart != fogend)
1155 glFogfv(GL_FOG_START, &fogstart);
1156 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1157 TRACE("Fog Start == %f\n", fogstart);
1159 glFogfv(GL_FOG_END, &fogend);
1160 checkGLcall("glFogf(GL_FOG_END, fogend)");
1161 TRACE("Fog End == %f\n", fogend);
1163 else
1165 glFogf(GL_FOG_START, -1.0 / 0.0);
1166 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1167 TRACE("Fog Start == %f\n", fogstart);
1169 glFogf(GL_FOG_END, 0.0);
1170 checkGLcall("glFogf(GL_FOG_END, fogend)");
1171 TRACE("Fog End == %f\n", fogend);
1173 } else {
1174 glDisable(GL_FOG);
1175 checkGLcall("glDisable GL_FOG");
1176 if( use_ps(stateblock->wineD3DDevice) ) {
1177 /* disable fog in the pixel shader
1178 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1179 * -1/(e-s) and e/(e-s) respectively.
1181 glFogf(GL_FOG_START, 0.0f);
1182 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1183 glFogf(GL_FOG_END, 1.0f);
1184 checkGLcall("glFogf(GL_FOG_END, fogend)");
1189 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1190 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1191 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1195 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1196 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1197 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1198 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1199 } else {
1200 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1201 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1205 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1206 float col[4];
1207 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1208 glFogfv(GL_FOG_COLOR, &col[0]);
1209 checkGLcall("glFog GL_FOG_COLOR");
1212 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1213 union {
1214 DWORD d;
1215 float f;
1216 } tmpvalue;
1217 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1218 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1219 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1222 /* TODO: Merge with primitive type + init_materials()!! */
1223 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1224 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1225 GLenum Parm = 0;
1226 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1227 BOOL isDiffuseSupplied;
1229 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1230 * The vertex declaration will call this function if the fixed function pipeline is used.
1233 if(isStateDirty(context, STATE_VDECL)) {
1234 return;
1237 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1239 context->num_untracked_materials = 0;
1240 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1241 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1242 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1243 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1244 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1245 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1247 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1248 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1249 Parm = GL_AMBIENT_AND_DIFFUSE;
1250 } else {
1251 Parm = GL_DIFFUSE;
1253 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1254 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1255 context->num_untracked_materials++;
1257 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1258 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1259 context->num_untracked_materials++;
1261 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1262 Parm = GL_AMBIENT;
1263 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1264 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1265 context->num_untracked_materials++;
1267 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1268 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1269 context->num_untracked_materials++;
1271 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1272 Parm = GL_EMISSION;
1273 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1274 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1275 context->num_untracked_materials++;
1277 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1278 Parm = GL_SPECULAR;
1282 /* Nothing changed, return. */
1283 if (Parm == context->tracking_parm) return;
1285 if(!Parm) {
1286 glDisable(GL_COLOR_MATERIAL);
1287 checkGLcall("glDisable GL_COLOR_MATERIAL");
1288 } else {
1289 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1290 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1291 glEnable(GL_COLOR_MATERIAL);
1292 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1295 /* Apparently calls to glMaterialfv are ignored for properties we're
1296 * tracking with glColorMaterial, so apply those here. */
1297 switch (context->tracking_parm) {
1298 case GL_AMBIENT_AND_DIFFUSE:
1299 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1300 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1301 checkGLcall("glMaterialfv");
1302 break;
1304 case GL_DIFFUSE:
1305 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1306 checkGLcall("glMaterialfv");
1307 break;
1309 case GL_AMBIENT:
1310 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1311 checkGLcall("glMaterialfv");
1312 break;
1314 case GL_EMISSION:
1315 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1316 checkGLcall("glMaterialfv");
1317 break;
1319 case GL_SPECULAR:
1320 /* Only change material color if specular is enabled, otherwise it is set to black */
1321 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1322 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1323 checkGLcall("glMaterialfv");
1324 } else {
1325 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1326 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1327 checkGLcall("glMaterialfv");
1329 break;
1332 context->tracking_parm = Parm;
1335 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1336 union {
1337 DWORD d;
1338 WINED3DLINEPATTERN lp;
1339 } tmppattern;
1340 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1342 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1344 if (tmppattern.lp.wRepeatFactor) {
1345 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1346 checkGLcall("glLineStipple(repeat, linepattern)");
1347 glEnable(GL_LINE_STIPPLE);
1348 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1349 } else {
1350 glDisable(GL_LINE_STIPPLE);
1351 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1355 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1356 union {
1357 DWORD d;
1358 float f;
1359 } tmpvalue;
1361 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1362 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1363 TRACE("ZBias value %f\n", tmpvalue.f);
1364 glPolygonOffset(0, -tmpvalue.f);
1365 checkGLcall("glPolygonOffset(0, -Value)");
1366 glEnable(GL_POLYGON_OFFSET_FILL);
1367 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1368 glEnable(GL_POLYGON_OFFSET_LINE);
1369 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1370 glEnable(GL_POLYGON_OFFSET_POINT);
1371 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1372 } else {
1373 glDisable(GL_POLYGON_OFFSET_FILL);
1374 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1375 glDisable(GL_POLYGON_OFFSET_LINE);
1376 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1377 glDisable(GL_POLYGON_OFFSET_POINT);
1378 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1383 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1384 if(isStateDirty(context, STATE_VDECL)) {
1385 return;
1387 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1388 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1389 * by zero and is not properly defined in opengl, so avoid it
1391 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1392 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1393 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1394 glEnable(GL_NORMALIZE);
1395 checkGLcall("glEnable(GL_NORMALIZE);");
1396 } else {
1397 glDisable(GL_NORMALIZE);
1398 checkGLcall("glDisable(GL_NORMALIZE);");
1402 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1403 union {
1404 DWORD d;
1405 float f;
1406 } tmpvalue;
1408 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1409 if(tmpvalue.f != 1.0) {
1410 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1414 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1415 union {
1416 DWORD d;
1417 float f;
1418 } tmpvalue;
1420 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1421 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1422 checkGLcall("glPointParameterfEXT(...)");
1425 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1426 union {
1427 DWORD d;
1428 float f;
1429 } tmpvalue;
1431 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1432 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1433 checkGLcall("glPointParameterfARB(...)");
1436 static void state_psizemax_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1437 union {
1438 DWORD d;
1439 float f;
1440 } tmpvalue;
1442 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1443 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1444 checkGLcall("glPointParameterfARB(...)");
1447 static void state_psizemax_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1448 union {
1449 DWORD d;
1450 float f;
1451 } tmpvalue;
1453 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1454 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1455 checkGLcall("glPointParameterfEXT(...)");
1458 static void state_psizemax_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1459 union {
1460 DWORD d;
1461 float f;
1462 } tmpvalue;
1464 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1465 if(tmpvalue.f != 64.0) {
1466 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1470 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1471 /* TODO: Group this with the viewport */
1473 * POINTSCALEENABLE controls how point size value is treated. If set to
1474 * true, the point size is scaled with respect to height of viewport.
1475 * When set to false point size is in pixels.
1478 /* Default values */
1479 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1480 union {
1481 DWORD d;
1482 float f;
1483 } pointSize, A, B, C;
1485 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1486 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1487 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1488 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1490 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1491 GLfloat scaleFactor;
1492 float h = stateblock->viewport.Height;
1494 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1496 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1497 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1498 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1499 * are less than 1.0f. scale_factor = 1.0f / point_size.
1501 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1502 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1503 * is 1.0, but then accepts points below that and draws too small points
1505 pointSize.f = GL_LIMITS(pointsizemin);
1506 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1507 /* gl already scales the input to glPointSize,
1508 * d3d scales the result after the point size scale.
1509 * If the point size is bigger than the max size, use the
1510 * scaling to scale it bigger, and set the gl point size to max
1512 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1513 TRACE("scale: %f\n", scaleFactor);
1514 pointSize.f = GL_LIMITS(pointsize);
1515 } else {
1516 scaleFactor = 1.0f;
1518 scaleFactor = pow(h * scaleFactor, 2);
1520 att[0] = A.f / scaleFactor;
1521 att[1] = B.f / scaleFactor;
1522 att[2] = C.f / scaleFactor;
1525 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1526 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1527 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1529 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1530 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1531 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1532 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1533 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1536 glPointSize(pointSize.f);
1537 checkGLcall("glPointSize(...);");
1540 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1541 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1543 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1544 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1545 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1546 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1547 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1548 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1549 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1550 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1551 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1552 checkGLcall("glColorMask(...)");
1554 /* depends on WINED3DRS_COLORWRITEENABLE. */
1555 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1556 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1557 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1558 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1559 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1560 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1561 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1565 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1566 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1567 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1568 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1569 } else {
1570 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1571 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1575 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1576 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1577 TRACE("Last Pixel Drawing Enabled\n");
1578 } else {
1579 static BOOL first = TRUE;
1580 if(first) {
1581 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1582 first = FALSE;
1583 } else {
1584 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1589 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1590 /* TODO: NV_POINT_SPRITE */
1591 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1592 TRACE("Point sprites not supported\n");
1596 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1597 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1598 glEnable(GL_POINT_SPRITE_ARB);
1599 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1600 } else {
1601 glDisable(GL_POINT_SPRITE_ARB);
1602 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1606 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1608 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1609 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1610 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1611 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1613 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1615 TRACE("Stub\n");
1616 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1617 stateblock->renderState[WINED3DRS_WRAP1] ||
1618 stateblock->renderState[WINED3DRS_WRAP2] ||
1619 stateblock->renderState[WINED3DRS_WRAP3] ||
1620 stateblock->renderState[WINED3DRS_WRAP4] ||
1621 stateblock->renderState[WINED3DRS_WRAP5] ||
1622 stateblock->renderState[WINED3DRS_WRAP6] ||
1623 stateblock->renderState[WINED3DRS_WRAP7] ||
1624 stateblock->renderState[WINED3DRS_WRAP8] ||
1625 stateblock->renderState[WINED3DRS_WRAP9] ||
1626 stateblock->renderState[WINED3DRS_WRAP10] ||
1627 stateblock->renderState[WINED3DRS_WRAP11] ||
1628 stateblock->renderState[WINED3DRS_WRAP12] ||
1629 stateblock->renderState[WINED3DRS_WRAP13] ||
1630 stateblock->renderState[WINED3DRS_WRAP14] ||
1631 stateblock->renderState[WINED3DRS_WRAP15] ) {
1632 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1636 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1637 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1638 WARN("Multisample antialiasing not supported by gl\n");
1642 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1643 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1644 glEnable(GL_MULTISAMPLE_ARB);
1645 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1646 } else {
1647 glDisable(GL_MULTISAMPLE_ARB);
1648 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1652 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1653 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1654 glEnable(GL_SCISSOR_TEST);
1655 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1656 } else {
1657 glDisable(GL_SCISSOR_TEST);
1658 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1662 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1663 union {
1664 DWORD d;
1665 float f;
1666 } tmpvalue;
1668 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1669 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1670 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1671 glEnable(GL_POLYGON_OFFSET_FILL);
1672 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1673 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1674 checkGLcall("glPolygonOffset(...)");
1675 } else {
1676 glDisable(GL_POLYGON_OFFSET_FILL);
1677 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1681 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1682 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1683 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1684 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1685 } else {
1686 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1687 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1691 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1692 TRACE("Stub\n");
1693 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1694 FIXME(" Stippled Alpha not supported yet.\n");
1697 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1698 TRACE("Stub\n");
1699 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1700 FIXME(" Antialias not supported yet.\n");
1703 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1704 TRACE("Stub\n");
1705 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1706 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1709 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1710 TRACE("Stub\n");
1711 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1712 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1715 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1716 union {
1717 DWORD d;
1718 float f;
1719 } tmpvalue;
1720 tmpvalue.f = 1.0f;
1722 TRACE("Stub\n");
1723 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1725 static BOOL displayed = FALSE;
1727 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1728 if(!displayed)
1729 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1731 displayed = TRUE;
1735 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1736 TRACE("Stub\n");
1737 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1738 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1741 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1742 TRACE("Stub\n");
1743 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1744 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1747 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1748 TRACE("Stub\n");
1749 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1750 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1753 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1754 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1755 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1759 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1760 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1761 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1765 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1766 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1767 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1771 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1772 if(stateblock->renderState[WINED3DRS_ROP2]) {
1773 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1777 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1778 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1779 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1783 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1784 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1785 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1789 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1790 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1791 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1795 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1796 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1797 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1801 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1802 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1803 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1807 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1808 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1809 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1813 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1814 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1815 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1819 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1820 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1821 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1825 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1826 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1827 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1831 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1832 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1833 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1837 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1838 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1839 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1843 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1844 #if defined (GL_VERSION_1_3)
1845 # define useext(A) A
1846 #elif defined (GL_EXT_texture_env_combine)
1847 # define useext(A) A##_EXT
1848 #elif defined (GL_ARB_texture_env_combine)
1849 # define useext(A) A##_ARB
1850 #endif
1852 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1853 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1854 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1855 * flag specifies the complement of the input should be used. */
1856 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1857 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1859 /* Calculate the operand */
1860 if (complement) {
1861 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1862 else *operand = GL_ONE_MINUS_SRC_COLOR;
1863 } else {
1864 if (from_alpha) *operand = GL_SRC_ALPHA;
1865 else *operand = GL_SRC_COLOR;
1868 /* Calculate the source */
1869 switch (arg & WINED3DTA_SELECTMASK) {
1870 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1871 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1872 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1873 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1874 case WINED3DTA_SPECULAR:
1876 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1877 * 'Secondary color' and isn't supported until base GL supports it
1878 * There is no concept of temp registers as far as I can tell
1880 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1881 *source = GL_TEXTURE;
1882 break;
1883 default:
1884 FIXME("Unrecognized texture arg %#x\n", arg);
1885 *source = GL_TEXTURE;
1886 break;
1890 /* Setup the texture operations texture stage states */
1891 static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1893 GLenum src1, src2, src3;
1894 GLenum opr1, opr2, opr3;
1895 GLenum comb_target;
1896 GLenum src0_target, src1_target, src2_target;
1897 GLenum opr0_target, opr1_target, opr2_target;
1898 GLenum scal_target;
1899 GLenum opr=0, invopr, src3_target, opr3_target;
1900 BOOL Handled = FALSE;
1901 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1902 IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
1904 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1906 /* This is called by a state handler which has the gl lock held and a context for the thread */
1908 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1909 the form (a1 <operation> a2). However, some of the more complex operations
1910 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1911 in a third parameter called a0. Therefore these are operations of the form
1912 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1914 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1915 functions below, expect their syntax to differ slightly to those listed in the
1916 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1917 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1919 if (isAlpha) {
1920 comb_target = useext(GL_COMBINE_ALPHA);
1921 src0_target = useext(GL_SOURCE0_ALPHA);
1922 src1_target = useext(GL_SOURCE1_ALPHA);
1923 src2_target = useext(GL_SOURCE2_ALPHA);
1924 opr0_target = useext(GL_OPERAND0_ALPHA);
1925 opr1_target = useext(GL_OPERAND1_ALPHA);
1926 opr2_target = useext(GL_OPERAND2_ALPHA);
1927 scal_target = GL_ALPHA_SCALE;
1929 else {
1930 comb_target = useext(GL_COMBINE_RGB);
1931 src0_target = useext(GL_SOURCE0_RGB);
1932 src1_target = useext(GL_SOURCE1_RGB);
1933 src2_target = useext(GL_SOURCE2_RGB);
1934 opr0_target = useext(GL_OPERAND0_RGB);
1935 opr1_target = useext(GL_OPERAND1_RGB);
1936 opr2_target = useext(GL_OPERAND2_RGB);
1937 scal_target = useext(GL_RGB_SCALE);
1940 /* If a texture stage references an invalid texture unit the stage just
1941 * passes through the result from the previous stage */
1942 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1943 arg1 = WINED3DTA_CURRENT;
1944 op = WINED3DTOP_SELECTARG1;
1947 /* From MSDN (WINED3DTSS_ALPHAARG1) :
1948 The default argument is WINED3DTA_TEXTURE. If no texture is set for this stage,
1949 then the default argument is WINED3DTA_DIFFUSE.
1950 FIXME? If texture added/removed, may need to reset back as well? */
1951 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1952 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1953 } else {
1954 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1956 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1957 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1959 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1961 Handled = TRUE; /* Assume will be handled */
1963 /* Other texture operations require special extensions: */
1964 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1965 if (isAlpha) {
1966 opr = GL_SRC_ALPHA;
1967 invopr = GL_ONE_MINUS_SRC_ALPHA;
1968 src3_target = GL_SOURCE3_ALPHA_NV;
1969 opr3_target = GL_OPERAND3_ALPHA_NV;
1970 } else {
1971 opr = GL_SRC_COLOR;
1972 invopr = GL_ONE_MINUS_SRC_COLOR;
1973 src3_target = GL_SOURCE3_RGB_NV;
1974 opr3_target = GL_OPERAND3_RGB_NV;
1976 switch (op) {
1977 case WINED3DTOP_DISABLE: /* Only for alpha */
1978 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1979 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
1980 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
1981 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1982 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
1983 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1984 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1985 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1986 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1987 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1988 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1989 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1990 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1991 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1992 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1993 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1994 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1995 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1996 break;
1997 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
1998 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
1999 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2000 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2001 if (op == WINED3DTOP_SELECTARG1) {
2002 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2003 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2004 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2005 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2006 } else {
2007 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2008 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2009 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2010 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2012 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2013 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2014 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2015 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2016 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2017 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2018 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2019 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2020 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2021 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2022 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2023 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2024 break;
2026 case WINED3DTOP_MODULATE:
2027 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2028 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2029 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2030 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2031 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2032 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2033 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2034 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2035 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2036 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2037 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2038 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2039 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2040 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2041 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2042 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2043 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2044 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2045 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2046 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2047 break;
2048 case WINED3DTOP_MODULATE2X:
2049 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2050 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2051 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2052 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2053 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2054 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2055 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2056 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2057 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2058 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2059 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2060 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2061 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2062 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
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, opr1");
2067 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2068 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2069 break;
2070 case WINED3DTOP_MODULATE4X:
2071 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2072 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
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 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2078 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2079 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2080 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2081 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2082 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2083 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2084 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2085 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2086 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2087 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2088 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2089 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2090 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2091 break;
2093 case WINED3DTOP_ADD:
2094 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2095 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2096 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2097 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2098 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2099 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2100 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2101 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2102 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2103 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2104 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2105 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2106 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2107 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2108 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2109 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2110 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2111 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2112 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2113 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2114 break;
2116 case WINED3DTOP_ADDSIGNED:
2117 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2118 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2119 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2120 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2121 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2122 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2123 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2124 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2125 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2126 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2127 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2128 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2129 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2130 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2131 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2132 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2133 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2134 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2135 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2136 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2137 break;
2139 case WINED3DTOP_ADDSIGNED2X:
2140 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2141 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2142 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2143 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2144 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2145 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2146 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2147 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2148 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2149 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2150 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2151 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2152 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2153 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2154 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2155 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2156 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2157 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2158 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2159 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2160 break;
2162 case WINED3DTOP_ADDSMOOTH:
2163 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2164 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2165 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2166 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2167 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2168 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2169 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2170 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2171 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2172 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2173 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2174 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2175 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2176 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2177 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2178 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2179 switch (opr1) {
2180 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2181 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2182 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2183 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2185 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2186 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2187 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2188 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2189 break;
2191 case WINED3DTOP_BLENDDIFFUSEALPHA:
2192 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2193 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2194 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2195 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2196 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2197 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2198 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2199 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2200 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2201 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2202 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2203 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2204 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2205 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2206 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2207 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2208 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2209 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2210 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2211 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2212 break;
2213 case WINED3DTOP_BLENDTEXTUREALPHA:
2214 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2215 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2216 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2217 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2218 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2219 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2220 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2221 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2222 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2223 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2224 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2225 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2226 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2227 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2228 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2229 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2230 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2231 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2232 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2233 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2234 break;
2235 case WINED3DTOP_BLENDFACTORALPHA:
2236 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2237 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2238 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2239 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2240 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2241 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2242 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2243 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2244 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2245 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2246 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2247 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2248 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2249 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2250 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2251 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2252 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2253 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2254 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2255 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2256 break;
2257 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2258 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2259 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2260 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2261 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2262 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2263 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2264 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2265 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2266 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2267 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2268 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2269 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2270 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2271 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2272 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2273 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2274 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2275 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2276 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2277 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2278 break;
2279 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2280 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2281 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2282 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2283 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2284 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2285 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2286 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2287 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2288 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2289 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2290 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2291 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2292 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2293 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2294 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2295 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2296 switch (opr) {
2297 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2298 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2300 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2301 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2302 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2303 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2304 break;
2305 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2306 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2307 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2308 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2309 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2310 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2311 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2312 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2313 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2314 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2315 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2316 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2317 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2318 switch (opr1) {
2319 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2320 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2322 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2323 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2324 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2325 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2326 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2327 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2328 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2329 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2330 break;
2331 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2332 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2333 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2334 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2335 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2336 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2337 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2338 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2339 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2340 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2341 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2342 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2343 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2344 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2345 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2346 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2347 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2348 switch (opr1) {
2349 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2350 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2351 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2352 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2354 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2355 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2356 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2357 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2358 break;
2359 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2360 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2361 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2362 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2363 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2364 switch (opr1) {
2365 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2366 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2367 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2368 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2370 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2371 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2372 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2373 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2374 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2375 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2376 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2377 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2378 switch (opr1) {
2379 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2380 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2382 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2383 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2384 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2385 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2386 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2387 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2388 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2389 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2390 break;
2391 case WINED3DTOP_MULTIPLYADD:
2392 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2393 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2394 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2395 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2396 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2397 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2398 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2399 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2400 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2401 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2402 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2403 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2404 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2405 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2406 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2407 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2408 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2409 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2410 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2411 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2412 break;
2414 case WINED3DTOP_BUMPENVMAP:
2418 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2419 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2421 default:
2422 Handled = FALSE;
2424 if (Handled) {
2425 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2426 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2428 return;
2430 } /* GL_NV_texture_env_combine4 */
2432 Handled = TRUE; /* Again, assume handled */
2433 switch (op) {
2434 case WINED3DTOP_DISABLE: /* Only for alpha */
2435 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2436 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2437 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2438 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2439 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2440 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2441 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2442 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2443 break;
2444 case WINED3DTOP_SELECTARG1:
2445 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2446 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2447 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2448 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2449 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2450 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2451 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2452 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2453 break;
2454 case WINED3DTOP_SELECTARG2:
2455 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2456 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2457 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2458 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2459 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2460 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2461 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2462 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2463 break;
2464 case WINED3DTOP_MODULATE:
2465 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2466 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2467 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2468 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2469 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2470 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2471 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2472 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2473 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2474 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2475 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2476 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2477 break;
2478 case WINED3DTOP_MODULATE2X:
2479 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2480 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2481 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2482 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2483 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2484 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2485 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2486 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2487 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2488 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2489 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2490 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2491 break;
2492 case WINED3DTOP_MODULATE4X:
2493 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2494 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2495 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2496 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2497 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2498 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2499 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2500 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2501 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2502 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2503 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2504 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2505 break;
2506 case WINED3DTOP_ADD:
2507 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2508 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2509 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2510 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2511 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2512 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2513 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2514 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2515 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2516 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2517 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2518 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2519 break;
2520 case WINED3DTOP_ADDSIGNED:
2521 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2522 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2523 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2524 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2525 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2526 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2527 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2528 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2529 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2530 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2531 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2532 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2533 break;
2534 case WINED3DTOP_ADDSIGNED2X:
2535 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2536 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2537 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2538 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2539 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2540 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2541 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2542 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2543 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2544 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2545 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2546 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2547 break;
2548 case WINED3DTOP_SUBTRACT:
2549 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
2550 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2551 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
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, 1);
2561 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2562 } else {
2563 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2565 break;
2567 case WINED3DTOP_BLENDDIFFUSEALPHA:
2568 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2569 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2570 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2571 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2572 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2573 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2574 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2575 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2576 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2577 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2578 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2579 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2580 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2581 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2582 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2583 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2584 break;
2585 case WINED3DTOP_BLENDTEXTUREALPHA:
2586 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2587 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2588 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2589 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2590 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2591 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2592 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2593 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2594 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2595 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2596 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2597 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2598 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2599 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2600 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2601 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2602 break;
2603 case WINED3DTOP_BLENDFACTORALPHA:
2604 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2605 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2606 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2607 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2608 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2609 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2610 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2611 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2612 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2613 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2614 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2615 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2616 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2617 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2618 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2619 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2620 break;
2621 case WINED3DTOP_BLENDCURRENTALPHA:
2622 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2623 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
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, src2_target, useext(GL_PREVIOUS));
2633 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2634 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2635 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2636 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2637 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2638 break;
2639 case WINED3DTOP_DOTPRODUCT3:
2640 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
2641 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2642 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2643 } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
2644 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2645 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2646 } else {
2647 FIXME("This version of opengl does not support GL_DOT3\n");
2649 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2650 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2651 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2652 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2653 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2654 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2655 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2656 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2657 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2658 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2659 break;
2660 case WINED3DTOP_LERP:
2661 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2662 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2663 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2664 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2665 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2666 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2667 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2668 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2669 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2670 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2671 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2672 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2673 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2674 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2675 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2676 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2677 break;
2678 case WINED3DTOP_ADDSMOOTH:
2679 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2680 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2681 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2682 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2683 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2684 switch (opr1) {
2685 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2686 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2687 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2688 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2690 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2691 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2692 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2693 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2694 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2695 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2696 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2697 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2698 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2699 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2700 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2701 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2702 } else
2703 Handled = FALSE;
2704 break;
2705 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2706 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2707 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2708 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2709 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2710 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2711 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2712 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2713 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2714 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2715 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2716 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2717 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2718 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2719 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2720 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2721 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2722 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2723 } else
2724 Handled = FALSE;
2725 break;
2726 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2727 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2728 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2729 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2730 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2731 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2732 switch (opr1) {
2733 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2734 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2735 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2736 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2738 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2739 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2740 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2741 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2742 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2743 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2744 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2745 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2746 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2747 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2748 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2749 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2750 } else
2751 Handled = FALSE;
2752 break;
2753 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2754 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2755 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2756 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2757 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2758 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2759 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2760 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2761 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2762 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2763 switch (opr1) {
2764 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2765 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2766 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2767 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2769 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2770 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2771 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2772 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2773 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2774 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2775 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2776 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2777 } else
2778 Handled = FALSE;
2779 break;
2780 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2781 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2782 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2783 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2784 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2785 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2786 switch (opr1) {
2787 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2788 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2789 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2790 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2792 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2793 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2794 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2795 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2796 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2797 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2798 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2799 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2800 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2801 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2802 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2803 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2804 } else
2805 Handled = FALSE;
2806 break;
2807 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2808 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2809 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2810 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2811 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2812 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2813 switch (opr1) {
2814 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2815 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2816 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2817 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2819 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2820 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2821 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2822 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2823 switch (opr1) {
2824 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2825 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2826 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2827 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2829 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2830 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2831 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2832 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2833 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2834 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2835 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2836 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2837 } else
2838 Handled = FALSE;
2839 break;
2840 case WINED3DTOP_MULTIPLYADD:
2841 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2842 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2843 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2844 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2845 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2846 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2847 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2848 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2849 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2850 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2851 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2852 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2853 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2854 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2855 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2856 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2857 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2858 } else
2859 Handled = FALSE;
2860 break;
2861 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2862 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2863 /* Some apps use BUMPENVMAPLUMINANCE instead of D3DTOP_BUMPENVMAP, although
2864 * they check for the non-luminance cap flag. Well, give them what they asked
2865 * for :-)
2867 WARN("Application uses WINED3DTOP_BUMPENVMAPLUMINANCE\n");
2868 } else {
2869 Handled = FALSE;
2870 break;
2872 /* Fall through */
2873 case WINED3DTOP_BUMPENVMAP:
2874 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2875 TRACE("Using ati bumpmap on stage %d, target %d\n", Stage, Stage + 1);
2876 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_BUMP_ENVMAP_ATI);
2877 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_BUMP_ENVMAP_ATI)");
2878 glTexEnvi(GL_TEXTURE_ENV, GL_BUMP_TARGET_ATI, GL_TEXTURE0_ARB + Stage + 1);
2879 checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_BUMP_TARGET_ATI, GL_TEXTURE0_ARB + Stage + 1)");
2880 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2881 checkGLcall("GL_TEXTURE_ENV, src0_target, src3");
2882 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2883 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr3");
2884 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2885 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2886 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2887 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2888 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2889 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2890 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2891 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2893 Handled = TRUE;
2894 break;
2895 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2896 /* Technically texture shader support without register combiners is possible, but not expected to occur
2897 * on real world cards, so for now a fixme should be enough
2899 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2901 default:
2902 Handled = FALSE;
2905 if (Handled) {
2906 BOOL combineOK = TRUE;
2907 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2908 DWORD op2;
2910 if (isAlpha) {
2911 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2912 } else {
2913 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2916 /* Note: If COMBINE4 in effect can't go back to combine! */
2917 switch (op2) {
2918 case WINED3DTOP_ADDSMOOTH:
2919 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2920 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2921 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2922 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2923 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2924 case WINED3DTOP_MULTIPLYADD:
2925 /* Ignore those implemented in both cases */
2926 switch (op) {
2927 case WINED3DTOP_SELECTARG1:
2928 case WINED3DTOP_SELECTARG2:
2929 combineOK = FALSE;
2930 Handled = FALSE;
2931 break;
2932 default:
2933 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2934 return;
2939 if (combineOK) {
2940 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2941 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2943 return;
2947 /* After all the extensions, if still unhandled, report fixme */
2948 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2952 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2953 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2954 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2955 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2957 TRACE("Setting color op for stage %d\n", stage);
2959 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
2960 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2961 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2962 return;
2965 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2967 if (mapped_stage != -1) {
2968 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2969 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2970 FIXME("Attempt to enable unsupported stage!\n");
2971 return;
2973 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2974 checkGLcall("glActiveTextureARB");
2975 } else if (stage > 0) {
2976 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2977 return;
2981 if(stage >= stateblock->lowest_disabled_stage) {
2982 TRACE("Stage disabled\n");
2983 if (mapped_stage != -1) {
2984 /* Disable everything here */
2985 glDisable(GL_TEXTURE_2D);
2986 checkGLcall("glDisable(GL_TEXTURE_2D)");
2987 glDisable(GL_TEXTURE_3D);
2988 checkGLcall("glDisable(GL_TEXTURE_3D)");
2989 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2990 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2991 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2993 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2994 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2995 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2998 /* All done */
2999 return;
3002 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3003 * if the sampler for this stage is dirty
3005 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3006 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3009 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
3010 stateblock->textureState[stage][WINED3DTSS_COLOROP],
3011 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
3012 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
3013 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
3016 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3017 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3018 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3019 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
3020 DWORD op, arg1, arg2, arg0;
3022 TRACE("Setting alpha op for stage %d\n", stage);
3023 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3024 if (mapped_stage != -1) {
3025 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3026 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
3027 FIXME("Attempt to enable unsupported stage!\n");
3028 return;
3030 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3031 checkGLcall("glActiveTextureARB");
3032 } else if (stage > 0) {
3033 /* We can't do anything here */
3034 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3035 return;
3039 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3040 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3041 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3042 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3044 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
3045 stateblock->textures[0] &&
3046 (stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
3047 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3049 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
3050 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
3052 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
3053 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
3054 * cannot remove the texture's alpha channel entirely.
3056 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
3057 * on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
3058 * draw things like translucent text and perform other blending effects.
3060 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
3061 * behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
3062 * OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
3063 * (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
3064 * wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
3065 * (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
3066 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
3067 * otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3069 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
3071 if(op == WINED3DTOP_DISABLE) {
3072 arg1 = WINED3DTA_TEXTURE;
3073 op = WINED3DTOP_SELECTARG1;
3075 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
3076 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
3077 arg2 = WINED3DTA_TEXTURE;
3078 op = WINED3DTOP_MODULATE;
3080 else arg1 = WINED3DTA_TEXTURE;
3082 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
3083 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
3084 arg1 = WINED3DTA_TEXTURE;
3085 op = WINED3DTOP_MODULATE;
3087 else arg2 = WINED3DTA_TEXTURE;
3092 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3093 * this if block here, and the other code(color keying, texture unit selection) are the same
3095 TRACE("Setting alpha op for stage %d\n", stage);
3096 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3097 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3098 op, arg1, arg2, arg0,
3099 mapped_stage,
3100 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3101 } else {
3102 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3103 op, arg1, arg2, arg0);
3107 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3108 DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
3109 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3110 BOOL generated;
3111 int coordIdx;
3113 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3114 if(use_vs(stateblock->wineD3DDevice) ||
3115 isStateDirty(context, STATE_VDECL)) {
3116 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3117 return;
3120 if (mapped_stage == -1) return;
3122 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3123 if(mapped_stage >= GL_LIMITS(textures)) {
3124 return;
3126 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3127 checkGLcall("glActiveTextureARB");
3128 } else if (mapped_stage > 0) {
3129 /* We can't do anything here */
3130 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3131 return;
3133 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3134 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3136 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3137 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3138 generated,
3139 context->last_was_rhw,
3140 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwStride ?
3141 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwType:
3142 WINED3DDECLTYPE_UNUSED);
3144 /* The sampler applying function calls us if this changes */
3145 if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
3146 if(generated) {
3147 FIXME("Non-power2 texture being used with generated texture coords\n");
3149 TRACE("Non power two matrix multiply fixup\n");
3150 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3154 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
3155 int texture_idx;
3157 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3158 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3159 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3163 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
3164 UINT *offset = stateblock->streamOffset;
3165 unsigned int mapped_stage = 0;
3166 unsigned int textureNo = 0;
3168 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
3169 /* Abort if we don't support the extension. */
3170 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
3171 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3172 return;
3175 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3176 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3178 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3179 if (mapped_stage == -1) continue;
3181 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
3182 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3183 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
3185 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
3186 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
3187 checkGLcall("glBindBufferARB");
3188 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
3191 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3192 checkGLcall("glClientActiveTextureARB");
3194 /* The coords to supply depend completely on the fvf / vertex shader */
3195 glTexCoordPointer(
3196 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
3197 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
3198 sd->u.s.texCoords[coordIdx].dwStride,
3199 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
3200 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3201 } else {
3202 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3205 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3206 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3207 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3208 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3213 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3214 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3215 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3217 if (mapped_stage == -1) {
3218 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3219 return;
3222 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3223 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3224 return;
3226 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3227 checkGLcall("glActiveTextureARB");
3228 } else if (stage > 0) {
3229 /* We can't do anything here */
3230 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3231 return;
3234 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3236 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
3237 * one flag, you can still specify an index value, which the system uses to
3238 * determine the texture wrapping mode.
3239 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3240 * means use the vertex position (camera-space) as the input texture coordinates
3241 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3242 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3243 * to the TEXCOORDINDEX value
3247 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
3249 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
3250 case WINED3DTSS_TCI_PASSTHRU:
3251 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
3252 glDisable(GL_TEXTURE_GEN_S);
3253 glDisable(GL_TEXTURE_GEN_T);
3254 glDisable(GL_TEXTURE_GEN_R);
3255 glDisable(GL_TEXTURE_GEN_Q);
3256 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
3257 break;
3259 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3260 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3261 * as the input texture coordinates for this stage's texture transformation. This
3262 * equates roughly to EYE_LINEAR
3265 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3266 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3267 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3268 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3269 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
3271 glMatrixMode(GL_MODELVIEW);
3272 glPushMatrix();
3273 glLoadIdentity();
3274 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3275 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3276 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3277 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3278 glPopMatrix();
3280 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
3281 glEnable(GL_TEXTURE_GEN_S);
3282 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3283 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3284 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3285 glEnable(GL_TEXTURE_GEN_T);
3286 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3287 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3288 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3289 glEnable(GL_TEXTURE_GEN_R);
3290 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3291 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3292 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3294 break;
3296 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3298 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3299 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3300 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3301 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3302 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3303 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
3305 glMatrixMode(GL_MODELVIEW);
3306 glPushMatrix();
3307 glLoadIdentity();
3308 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3309 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3310 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3311 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3312 glPopMatrix();
3314 glEnable(GL_TEXTURE_GEN_S);
3315 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3316 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3317 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3318 glEnable(GL_TEXTURE_GEN_T);
3319 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3320 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3321 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3322 glEnable(GL_TEXTURE_GEN_R);
3323 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3324 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3325 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3328 break;
3330 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3332 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3333 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3334 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3335 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3336 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3337 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
3339 glMatrixMode(GL_MODELVIEW);
3340 glPushMatrix();
3341 glLoadIdentity();
3342 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3343 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3344 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3345 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3346 glPopMatrix();
3348 glEnable(GL_TEXTURE_GEN_S);
3349 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3350 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3351 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3352 glEnable(GL_TEXTURE_GEN_T);
3353 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3354 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3355 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3356 glEnable(GL_TEXTURE_GEN_R);
3357 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3358 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3359 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3362 break;
3364 /* Unhandled types: */
3365 default:
3366 /* Todo: */
3367 /* ? disable GL_TEXTURE_GEN_n ? */
3368 glDisable(GL_TEXTURE_GEN_S);
3369 glDisable(GL_TEXTURE_GEN_T);
3370 glDisable(GL_TEXTURE_GEN_R);
3371 glDisable(GL_TEXTURE_GEN_Q);
3372 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3373 break;
3376 /* Update the texture matrix */
3377 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3378 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
3381 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3382 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3383 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3384 * and do all the things linked to it
3385 * TODO: Tidy that up to reload only the arrays of the changed unit
3387 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3389 unloadTexCoords(stateblock);
3390 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3394 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3395 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3397 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3398 * has an update pending
3400 if(isStateDirty(context, STATE_VDECL) ||
3401 isStateDirty(context, STATE_PIXELSHADER)) {
3402 return;
3405 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
3408 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3409 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3410 union {
3411 DWORD d;
3412 float f;
3413 } tmpvalue;
3415 if(stateblock->pixelShader && stage != 0 &&
3416 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3417 /* The pixel shader has to know the luminance scale. Do a constants update if it
3418 * isn't scheduled anyway
3420 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3421 !isStateDirty(context, STATE_PIXELSHADER)) {
3422 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3426 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
3427 if(tmpvalue.f != 0.0) {
3428 FIXME("WINED3DTSS_BUMPENVLSCALE not supported yet\n");
3432 static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3433 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3434 union {
3435 DWORD d;
3436 float f;
3437 } tmpvalue;
3439 if(stateblock->pixelShader && stage != 0 &&
3440 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3441 /* The pixel shader has to know the luminance offset. Do a constants update if it
3442 * isn't scheduled anyway
3444 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3445 !isStateDirty(context, STATE_PIXELSHADER)) {
3446 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3450 tmpvalue.d = stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
3451 if(tmpvalue.f != 0.0) {
3452 FIXME("WINED3DTSS_BUMPENVLOFFSET not supported yet\n");
3456 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3457 BOOL texIsPow2 = FALSE;
3458 DWORD sampler = state - STATE_SAMPLER(0);
3459 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3461 if(!texture) return;
3462 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3463 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
3464 * scaling is reapplied or removed, the texture matrix has to be reapplied
3466 * The mapped stage is alrady active because the sampler() function below, which is part of the
3467 * misc pipeline
3469 if(sampler < MAX_TEXTURES) {
3470 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
3471 stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
3472 if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
3473 ((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
3474 texIsPow2 = TRUE;
3476 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
3477 if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
3478 texIsPow2 = TRUE;
3482 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
3483 context->lastWasPow2Texture[sampler] = texIsPow2;
3484 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
3489 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3490 DWORD sampler = state - STATE_SAMPLER(0);
3491 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3492 union {
3493 float f;
3494 DWORD d;
3495 } tmpvalue;
3497 TRACE("Sampler: %d\n", sampler);
3498 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3499 * only has to bind textures and set the per texture states
3502 if (mapped_stage == -1) {
3503 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3504 return;
3507 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3508 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3509 return;
3511 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3512 checkGLcall("glActiveTextureARB");
3513 } else if (sampler > 0) {
3514 /* We can't do anything here */
3515 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3516 return;
3519 if(stateblock->textures[sampler]) {
3520 IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
3521 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3523 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3524 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3525 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3526 GL_TEXTURE_LOD_BIAS_EXT,
3527 tmpvalue.f);
3528 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3531 if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
3532 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
3533 /* Using a pixel shader? Verify the sampler types */
3535 /* Make sure that the texture dimensions are enabled. I don't have to disable the other
3536 * dimensions because the shader knows from which texture type to sample from. For the sake of
3537 * debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
3538 * dimensions. This should make wrong sampling sources visible :-)
3540 glEnable(stateblock->textureDimensions[sampler]);
3541 checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
3542 } else if(sampler < stateblock->lowest_disabled_stage) {
3543 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3544 /* If color keying is enabled update the alpha test, it depends on the existence
3545 * of a color key in stage 0
3547 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3550 } else if(mapped_stage < GL_LIMITS(textures)) {
3551 if(sampler < stateblock->lowest_disabled_stage) {
3552 /* TODO: What should I do with pixel shaders here ??? */
3553 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3554 /* If color keying is enabled update the alpha test, it depends on the existence
3555 * of a color key in stage 0
3557 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3559 } /* Otherwise tex_colorop disables the stage */
3560 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3561 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3565 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3566 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3567 BOOL use_pshader = use_ps(device);
3568 BOOL use_vshader = use_vs(device);
3569 BOOL update_fog = FALSE;
3570 int i;
3572 if (use_pshader) {
3573 if(!context->last_was_pshader) {
3574 /* Former draw without a pixel shader, some samplers
3575 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3576 * make sure to enable them
3578 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3579 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3580 sampler(STATE_SAMPLER(i), stateblock, context);
3583 update_fog = TRUE;
3584 } else {
3585 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3586 * if a different texture was bound. I don't have to do anything.
3590 /* Compile and bind the shader */
3591 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
3592 } else {
3593 /* Disabled the pixel shader - color ops weren't applied
3594 * while it was enabled, so re-apply them.
3596 for(i=0; i < MAX_TEXTURES; i++) {
3597 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3598 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3599 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3602 if(context->last_was_pshader)
3603 update_fog = TRUE;
3606 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3607 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3609 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3610 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3614 if(update_fog)
3615 state_fog(state, stateblock, context);
3617 context->last_was_pshader = use_pshader;
3620 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3621 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3622 if(stateblock->pixelShader && stage != 0 &&
3623 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3624 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3625 * anyway
3627 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3628 !isStateDirty(context, STATE_PIXELSHADER)) {
3629 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3634 static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3635 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3636 float mat[2][2];
3638 if(stage >= GL_LIMITS(texture_stages)) {
3639 WARN("Bump env matrix of unsupported stage set\n");
3640 } else if(GL_SUPPORT(ARB_MULTITEXTURE)) {
3641 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
3642 checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage))");
3644 mat[0][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT00]);
3645 mat[1][0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT01]);
3646 mat[0][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT10]);
3647 mat[1][1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVMAT11]);
3648 GL_EXTCALL(glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI, (float *) mat));
3649 checkGLcall("glTexBumpParameterfvATI");
3652 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3653 /* This function is called by transform_view below if the view matrix was changed too
3655 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3656 * does not always update the world matrix, only on a switch between transformed
3657 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3658 * draw, but that should be rather rare and cheaper in total.
3660 glMatrixMode(GL_MODELVIEW);
3661 checkGLcall("glMatrixMode");
3663 if(context->last_was_rhw) {
3664 glLoadIdentity();
3665 checkGLcall("glLoadIdentity()");
3666 } else {
3667 /* In the general case, the view matrix is the identity matrix */
3668 if (stateblock->wineD3DDevice->view_ident) {
3669 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3670 checkGLcall("glLoadMatrixf");
3671 } else {
3672 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3673 checkGLcall("glLoadMatrixf");
3674 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3675 checkGLcall("glMultMatrixf");
3680 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3681 UINT index = state - STATE_CLIPPLANE(0);
3683 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3684 return;
3687 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3688 glMatrixMode(GL_MODELVIEW);
3689 glPushMatrix();
3690 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3692 TRACE("Clipplane [%f,%f,%f,%f]\n",
3693 stateblock->clipplane[index][0],
3694 stateblock->clipplane[index][1],
3695 stateblock->clipplane[index][2],
3696 stateblock->clipplane[index][3]);
3697 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3698 checkGLcall("glClipPlane");
3700 glPopMatrix();
3703 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3704 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3705 GLenum glMat;
3706 TRACE("Setting world matrix %d\n", matrix);
3708 if(matrix >= GL_LIMITS(blends)) {
3709 WARN("Unsupported blend matrix set\n");
3710 return;
3711 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3712 return;
3715 /* GL_MODELVIEW0_ARB: 0x1700
3716 * GL_MODELVIEW1_ARB: 0x0x850a
3717 * GL_MODELVIEW2_ARB: 0x8722
3718 * GL_MODELVIEW3_ARB: 0x8723
3719 * etc
3720 * GL_MODELVIEW31_ARB: 0x873F
3722 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3723 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3725 glMatrixMode(glMat);
3726 checkGLcall("glMatrixMode(glMat)");
3728 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3729 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3731 if(stateblock->wineD3DDevice->view_ident) {
3732 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3733 checkGLcall("glLoadMatrixf")
3734 } else {
3735 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3736 checkGLcall("glLoadMatrixf")
3737 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3738 checkGLcall("glMultMatrixf")
3742 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3743 static BOOL once = FALSE;
3745 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3746 case WINED3DVBF_1WEIGHTS:
3747 case WINED3DVBF_2WEIGHTS:
3748 case WINED3DVBF_3WEIGHTS:
3749 if(!once) {
3750 once = TRUE;
3751 /* TODO: Implement vertex blending in drawStridedSlow */
3752 FIXME("Vertex blending enabled, but not supported by hardware\n");
3754 break;
3756 case WINED3DVBF_TWEENING:
3757 WARN("Tweening not supported yet\n");
3761 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3762 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3764 switch(val) {
3765 case WINED3DVBF_1WEIGHTS:
3766 case WINED3DVBF_2WEIGHTS:
3767 case WINED3DVBF_3WEIGHTS:
3768 glEnable(GL_VERTEX_BLEND_ARB);
3769 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3771 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3772 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3774 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3776 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3777 int i;
3778 for(i = 1; i < GL_LIMITS(blends); i++) {
3779 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3780 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3783 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3785 break;
3787 case WINED3DVBF_DISABLE:
3788 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3789 glDisable(GL_VERTEX_BLEND_ARB);
3790 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3791 break;
3793 case WINED3DVBF_TWEENING:
3794 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3795 * vertex weights in the vertices?
3796 * For now we don't report that as supported, so a warn should suffice
3798 WARN("Tweening not supported yet\n");
3799 break;
3803 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3804 unsigned int k;
3806 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3807 * NOTE: We have to reset the positions even if the light/plane is not currently
3808 * enabled, since the call to enable it will not reset the position.
3809 * NOTE2: Apparently texture transforms do NOT need reapplying
3812 PLIGHTINFOEL *light = NULL;
3814 glMatrixMode(GL_MODELVIEW);
3815 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3816 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3817 checkGLcall("glLoadMatrixf(...)");
3819 /* Reset lights. TODO: Call light apply func */
3820 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3821 light = stateblock->activeLights[k];
3822 if(!light) continue;
3823 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3824 checkGLcall("glLightfv posn");
3825 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3826 checkGLcall("glLightfv dirn");
3829 /* Reset Clipping Planes */
3830 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3831 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3832 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3836 if(context->last_was_rhw) {
3837 glLoadIdentity();
3838 checkGLcall("glLoadIdentity()");
3839 /* No need to update the world matrix, the identity is fine */
3840 return;
3843 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3844 * No need to do it here if the state is scheduled for update.
3846 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3847 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3850 /* Avoid looping over a number of matrices if the app never used the functionality */
3851 if(stateblock->wineD3DDevice->vertexBlendUsed) {
3852 for(k = 1; k < GL_LIMITS(blends); k++) {
3853 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3854 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3860 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3861 glMatrixMode(GL_PROJECTION);
3862 checkGLcall("glMatrixMode(GL_PROJECTION)");
3863 glLoadIdentity();
3864 checkGLcall("glLoadIdentity");
3866 if(context->last_was_rhw) {
3867 double X, Y, height, width, minZ, maxZ;
3869 X = stateblock->viewport.X;
3870 Y = stateblock->viewport.Y;
3871 height = stateblock->viewport.Height;
3872 width = stateblock->viewport.Width;
3873 minZ = stateblock->viewport.MinZ;
3874 maxZ = stateblock->viewport.MaxZ;
3876 if(!stateblock->wineD3DDevice->untransformed) {
3877 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3878 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3879 * suppress depth clipping. This can be done because it is an orthogonal projection and
3880 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3881 * Persia 3D need this.
3883 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3884 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3885 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3886 * to the viewer.
3888 * Also note that this breaks z comparison against z values filled in with clear,
3889 * but no app depending on that and disabled clipping has been found yet. Comparing
3890 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3891 * surface removal.
3893 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3894 * but this would break Z buffer operation. Raising the range to something less than
3895 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3896 * problem either.
3898 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3899 if(stateblock->wineD3DDevice->render_offscreen) {
3900 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3901 } else {
3902 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3904 } else {
3905 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3906 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3907 * unmodified to opengl.
3909 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3910 * replacement shader.
3912 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3913 if(stateblock->wineD3DDevice->render_offscreen) {
3914 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3915 } else {
3916 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3919 checkGLcall("glOrtho");
3921 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3922 glTranslatef(0.5, 0.5, 0);
3923 checkGLcall("glTranslatef(0.5, 0.5, 0)");
3924 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3925 * render everything upside down when rendering offscreen. */
3926 if (stateblock->wineD3DDevice->render_offscreen) {
3927 glScalef(1.0, -1.0, 1.0);
3928 checkGLcall("glScalef");
3930 } else {
3931 /* The rule is that the window coordinate 0 does not correspond to the
3932 beginning of the first pixel, but the center of the first pixel.
3933 As a consequence if you want to correctly draw one line exactly from
3934 the left to the right end of the viewport (with all matrices set to
3935 be identity), the x coords of both ends of the line would be not
3936 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3937 instead.
3939 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3940 divide by the Width/Height, so we need the half range(1.0) to translate by
3941 half a pixel.
3943 The other fun is that d3d's output z range after the transformation is [0;1],
3944 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3945 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3946 of Z buffer precision and the clear values do not match in the z test. Thus scale
3947 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3949 glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
3950 checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
3951 if (stateblock->wineD3DDevice->render_offscreen) {
3952 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3953 * render everything upside down when rendering offscreen. */
3954 glScalef(1.0, -1.0, 2.0);
3955 } else {
3956 glScalef(1.0, 1.0, 2.0);
3958 checkGLcall("glScalef");
3960 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3961 checkGLcall("glLoadMatrixf");
3965 /* This should match any arrays loaded in loadVertexData.
3966 * stateblock impl is required for GL_SUPPORT
3967 * TODO: Only load / unload arrays if we have to.
3969 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
3970 glDisableClientState(GL_VERTEX_ARRAY);
3971 glDisableClientState(GL_NORMAL_ARRAY);
3972 glDisableClientState(GL_COLOR_ARRAY);
3973 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3974 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3976 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3977 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3979 unloadTexCoords(stateblock);
3982 /* This should match any arrays loaded in loadNumberedArrays
3983 * TODO: Only load / unload arrays if we have to.
3985 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
3986 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3987 GLint maxAttribs = 16;
3988 int i;
3990 /* Leave all the attribs disabled */
3991 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3992 /* MESA does not support it right not */
3993 if (glGetError() != GL_NO_ERROR)
3994 maxAttribs = 16;
3995 for (i = 0; i < maxAttribs; ++i) {
3996 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3997 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3998 /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
3999 * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
4000 * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
4001 * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
4002 * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
4004 GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
4005 checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
4009 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
4010 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
4011 int i;
4012 UINT *offset = stateblock->streamOffset;
4013 IWineD3DVertexBufferImpl *vb;
4014 DWORD_PTR shift_index;
4016 /* Default to no instancing */
4017 stateblock->wineD3DDevice->instancedDraw = FALSE;
4019 for (i = 0; i < MAX_ATTRIBS; i++) {
4021 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
4022 continue;
4024 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4025 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
4026 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4027 stateblock->wineD3DDevice->instancedDraw = TRUE;
4028 continue;
4031 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
4033 if(strided->u.input[i].dwStride) {
4034 if(curVBO != strided->u.input[i].VBO) {
4035 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
4036 checkGLcall("glBindBufferARB");
4037 curVBO = strided->u.input[i].VBO;
4039 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
4040 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4041 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4042 * vbo we won't be load converted attributes anyway
4044 if(curVBO && vb->conv_shift) {
4045 TRACE("Loading attribute from shifted buffer\n");
4046 TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
4047 TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
4048 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
4049 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
4050 shift_index = shift_index % strided->u.input[i].dwStride;
4051 GL_EXTCALL(glVertexAttribPointerARB(i,
4052 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
4053 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
4054 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
4055 vb->conv_stride,
4057 strided->u.input[i].lpData + vb->conv_shift[shift_index] +
4058 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
4059 offset[strided->u.input[i].streamNo]));
4061 } else {
4062 GL_EXTCALL(glVertexAttribPointerARB(i,
4063 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
4064 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
4065 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
4066 strided->u.input[i].dwStride,
4068 strided->u.input[i].lpData +
4069 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
4070 offset[strided->u.input[i].streamNo]) );
4072 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4073 } else {
4074 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4075 * set up the attribute statically. But we have to figure out the system memory address.
4077 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
4078 if(strided->u.input[i].VBO) {
4079 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
4080 ptr += (long) vb->resource.allocatedMemory;
4082 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4084 switch(strided->u.input[i].dwType) {
4085 case WINED3DDECLTYPE_FLOAT1:
4086 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
4087 break;
4088 case WINED3DDECLTYPE_FLOAT2:
4089 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
4090 break;
4091 case WINED3DDECLTYPE_FLOAT3:
4092 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
4093 break;
4094 case WINED3DDECLTYPE_FLOAT4:
4095 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
4096 break;
4098 case WINED3DDECLTYPE_UBYTE4:
4099 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4100 break;
4101 case WINED3DDECLTYPE_UBYTE4N:
4102 case WINED3DDECLTYPE_D3DCOLOR:
4103 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4104 break;
4106 case WINED3DDECLTYPE_SHORT2:
4107 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
4108 break;
4109 case WINED3DDECLTYPE_SHORT4:
4110 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
4111 break;
4113 case WINED3DDECLTYPE_SHORT2N:
4115 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
4116 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4117 break;
4119 case WINED3DDECLTYPE_USHORT2N:
4121 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
4122 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4123 break;
4125 case WINED3DDECLTYPE_SHORT4N:
4126 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
4127 break;
4128 case WINED3DDECLTYPE_USHORT4N:
4129 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
4130 break;
4132 case WINED3DDECLTYPE_UDEC3:
4133 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4134 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
4135 break;
4136 case WINED3DDECLTYPE_DEC3N:
4137 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4138 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
4139 break;
4141 case WINED3DDECLTYPE_FLOAT16_2:
4142 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4143 * byte float according to the IEEE standard
4145 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4146 break;
4147 case WINED3DDECLTYPE_FLOAT16_4:
4148 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4149 break;
4151 case WINED3DDECLTYPE_UNUSED:
4152 default:
4153 ERR("Unexpected declaration in stride 0 attributes\n");
4154 break;
4159 checkGLcall("Loading numbered arrays");
4162 /* Used from 2 different functions, and too big to justify making it inlined */
4163 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
4164 UINT *offset = stateblock->streamOffset;
4165 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
4167 TRACE("Using fast vertex array code\n");
4169 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4170 stateblock->wineD3DDevice->instancedDraw = FALSE;
4172 /* Blend Data ---------------------------------------------- */
4173 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
4174 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
4176 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4177 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4178 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4180 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4181 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4183 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
4185 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4186 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
4187 sd->u.s.blendWeights.dwStride,
4188 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4190 if(curVBO != sd->u.s.blendWeights.VBO) {
4191 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
4192 checkGLcall("glBindBufferARB");
4193 curVBO = sd->u.s.blendWeights.VBO;
4196 GL_EXTCALL(glWeightPointerARB)(
4197 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4198 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
4199 sd->u.s.blendWeights.dwStride,
4200 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4202 checkGLcall("glWeightPointerARB");
4204 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
4205 static BOOL showfixme = TRUE;
4206 if(showfixme){
4207 FIXME("blendMatrixIndices support\n");
4208 showfixme = FALSE;
4211 } else {
4212 /* TODO: support blends in drawStridedSlow
4213 * No need to write a FIXME here, this is done after the general vertex decl decoding
4215 WARN("unsupported blending in openGl\n");
4217 } else {
4218 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4219 static const GLbyte one = 1;
4220 GL_EXTCALL(glWeightbvARB(1, &one));
4221 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4225 #if 0 /* FOG ----------------------------------------------*/
4226 if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
4227 /* TODO: fog*/
4228 if (GL_SUPPORT(EXT_FOG_COORD) {
4229 glEnableClientState(GL_FOG_COORDINATE_EXT);
4230 (GL_EXTCALL)(FogCoordPointerEXT)(
4231 WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
4232 sd->u.s.fog.dwStride,
4233 sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
4234 } else {
4235 /* don't bother falling back to 'slow' as we don't support software FOG yet. */
4236 /* FIXME: fixme once */
4237 TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
4239 } else {
4240 if (GL_SUPPRT(EXT_FOR_COORD) {
4241 /* make sure fog is disabled */
4242 glDisableClientState(GL_FOG_COORDINATE_EXT);
4245 #endif
4247 /* Point Size ----------------------------------------------*/
4248 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
4250 /* no such functionality in the fixed function GL pipeline */
4251 TRACE("Cannot change ptSize here in openGl\n");
4252 /* TODO: Implement this function in using shaders if they are available */
4256 /* Vertex Pointers -----------------------------------------*/
4257 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
4258 /* Note dwType == float3 or float4 == 2 or 3 */
4259 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
4260 sd->u.s.position.dwStride,
4261 sd->u.s.position.dwType + 1,
4262 sd->u.s.position.lpData));
4264 if(curVBO != sd->u.s.position.VBO) {
4265 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
4266 checkGLcall("glBindBufferARB");
4267 curVBO = sd->u.s.position.VBO;
4270 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
4271 handling for rhw mode should not impact screen position whereas in GL it does.
4272 This may result in very slightly distorted textures in rhw mode.
4273 There's always the other option of fixing the view matrix to
4274 prevent w from having any effect.
4276 This only applies to user pointer sources, in VBOs the vertices are fixed up
4278 if(sd->u.s.position.VBO == 0) {
4279 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
4280 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4281 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4282 } else {
4283 glVertexPointer(
4284 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
4285 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4286 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4288 checkGLcall("glVertexPointer(...)");
4289 glEnableClientState(GL_VERTEX_ARRAY);
4290 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4293 /* Normals -------------------------------------------------*/
4294 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
4295 /* Note dwType == float3 or float4 == 2 or 3 */
4296 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
4297 sd->u.s.normal.dwStride,
4298 sd->u.s.normal.lpData));
4299 if(curVBO != sd->u.s.normal.VBO) {
4300 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
4301 checkGLcall("glBindBufferARB");
4302 curVBO = sd->u.s.normal.VBO;
4304 glNormalPointer(
4305 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
4306 sd->u.s.normal.dwStride,
4307 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
4308 checkGLcall("glNormalPointer(...)");
4309 glEnableClientState(GL_NORMAL_ARRAY);
4310 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4312 } else {
4313 glNormal3f(0, 0, 0);
4314 checkGLcall("glNormal3f(0, 0, 0)");
4317 /* Diffuse Colour --------------------------------------------*/
4318 /* WARNING: Data here MUST be in RGBA format, so cannot */
4319 /* go directly into fast mode from app pgm, because */
4320 /* directx requires data in BGRA format. */
4321 /* currently fixupVertices swizzles the format, but this isn't*/
4322 /* very practical when using VBOs */
4323 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4324 /* , or the user doesn't care and wants the speed advantage */
4326 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
4327 /* Note dwType == float3 or float4 == 2 or 3 */
4328 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4329 sd->u.s.diffuse.dwStride,
4330 sd->u.s.diffuse.lpData));
4332 if(curVBO != sd->u.s.diffuse.VBO) {
4333 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
4334 checkGLcall("glBindBufferARB");
4335 curVBO = sd->u.s.diffuse.VBO;
4338 glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
4339 WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
4340 sd->u.s.diffuse.dwStride,
4341 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
4342 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4343 glEnableClientState(GL_COLOR_ARRAY);
4344 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4346 } else {
4347 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4348 checkGLcall("glColor4f(1, 1, 1, 1)");
4351 /* Specular Colour ------------------------------------------*/
4352 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
4353 TRACE("setting specular colour\n");
4354 /* Note dwType == float3 or float4 == 2 or 3 */
4355 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4356 sd->u.s.specular.dwStride,
4357 sd->u.s.specular.lpData));
4358 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4359 if(curVBO != sd->u.s.specular.VBO) {
4360 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
4361 checkGLcall("glBindBufferARB");
4362 curVBO = sd->u.s.specular.VBO;
4364 GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
4365 WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
4366 sd->u.s.specular.dwStride,
4367 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
4368 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
4369 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4370 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4371 } else {
4373 /* Missing specular color is not critical, no warnings */
4374 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4377 } else {
4378 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4379 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4380 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4381 } else {
4383 /* Missing specular color is not critical, no warnings */
4384 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4388 /* Texture coords -------------------------------------------*/
4389 loadTexCoords(stateblock, sd, &curVBO);
4392 static inline void drawPrimitiveTraceDataLocations(
4393 WineDirect3DVertexStridedData *dataLocations) {
4395 /* Dump out what parts we have supplied */
4396 TRACE("Strided Data:\n");
4397 TRACE_STRIDED((dataLocations), position);
4398 TRACE_STRIDED((dataLocations), blendWeights);
4399 TRACE_STRIDED((dataLocations), blendMatrixIndices);
4400 TRACE_STRIDED((dataLocations), normal);
4401 TRACE_STRIDED((dataLocations), pSize);
4402 TRACE_STRIDED((dataLocations), diffuse);
4403 TRACE_STRIDED((dataLocations), specular);
4404 TRACE_STRIDED((dataLocations), texCoords[0]);
4405 TRACE_STRIDED((dataLocations), texCoords[1]);
4406 TRACE_STRIDED((dataLocations), texCoords[2]);
4407 TRACE_STRIDED((dataLocations), texCoords[3]);
4408 TRACE_STRIDED((dataLocations), texCoords[4]);
4409 TRACE_STRIDED((dataLocations), texCoords[5]);
4410 TRACE_STRIDED((dataLocations), texCoords[6]);
4411 TRACE_STRIDED((dataLocations), texCoords[7]);
4412 TRACE_STRIDED((dataLocations), position2);
4413 TRACE_STRIDED((dataLocations), normal2);
4414 TRACE_STRIDED((dataLocations), tangent);
4415 TRACE_STRIDED((dataLocations), binormal);
4416 TRACE_STRIDED((dataLocations), tessFactor);
4417 TRACE_STRIDED((dataLocations), fog);
4418 TRACE_STRIDED((dataLocations), depth);
4419 TRACE_STRIDED((dataLocations), sample);
4421 return;
4424 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4425 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4426 BOOL fixup = FALSE;
4427 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
4428 BOOL useVertexShaderFunction;
4430 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
4431 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
4432 useVertexShaderFunction = TRUE;
4433 } else {
4434 useVertexShaderFunction = FALSE;
4438 if(device->up_strided) {
4439 /* Note: this is a ddraw fixed-function code path */
4440 TRACE("================ Strided Input ===================\n");
4441 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
4443 if(TRACE_ON(d3d)) {
4444 drawPrimitiveTraceDataLocations(dataLocations);
4446 } else {
4447 /* Note: This is a fixed function or shader codepath.
4448 * This means it must handle both types of strided data.
4449 * Shaders must go through here to zero the strided data, even if they
4450 * don't set any declaration at all
4452 TRACE("================ Vertex Declaration ===================\n");
4453 memset(dataLocations, 0, sizeof(*dataLocations));
4454 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
4455 useVertexShaderFunction, dataLocations, &fixup);
4458 if (dataLocations->u.s.position_transformed) {
4459 useVertexShaderFunction = FALSE;
4462 /* Unload the old arrays before loading the new ones to get old junk out */
4463 if(context->numberedArraysLoaded) {
4464 unloadNumberedArrays(stateblock);
4465 context->numberedArraysLoaded = FALSE;
4467 if(context->namedArraysLoaded) {
4468 unloadVertexData(stateblock);
4469 context->namedArraysLoaded = FALSE;
4472 if(useVertexShaderFunction) {
4473 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4474 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4475 device->useDrawStridedSlow = TRUE;
4476 context->numberedArraysLoaded = FALSE;
4477 } else {
4478 TRACE("Loading numbered arrays\n");
4479 loadNumberedArrays(stateblock, dataLocations);
4480 device->useDrawStridedSlow = FALSE;
4481 context->numberedArraysLoaded = TRUE;
4483 } else if (fixup ||
4484 (dataLocations->u.s.pSize.lpData == NULL &&
4485 dataLocations->u.s.diffuse.lpData == NULL &&
4486 dataLocations->u.s.specular.lpData == NULL)) {
4487 /* Load the vertex data using named arrays */
4488 TRACE("Loading vertex data\n");
4489 loadVertexData(stateblock, dataLocations);
4490 device->useDrawStridedSlow = FALSE;
4491 context->namedArraysLoaded = TRUE;
4492 } else {
4493 TRACE("Not loading vertex data\n");
4494 device->useDrawStridedSlow = TRUE;
4497 /* Generate some fixme's if unsupported functionality is being used */
4498 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
4499 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
4500 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
4501 FIXME("Tweening is only valid with vertex shaders\n");
4503 if (!useVertexShaderFunction && BUFFER_OR_DATA(binormal)) {
4504 FIXME("Binormal bump mapping is only valid with vertex shaders\n");
4506 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
4507 FIXME("Extended attributes are only valid with vertex shaders\n");
4509 #undef BUFFER_OR_DATA
4512 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4513 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
4514 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
4515 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
4516 BOOL transformed;
4517 /* Some stuff is in the device until we have per context tracking */
4518 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4519 BOOL wasrhw = context->last_was_rhw;
4521 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
4522 * here simply check whether a shader was set, or the user disabled shaders
4524 if (use_vs(device)) {
4525 useVertexShaderFunction = TRUE;
4527 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
4528 updateFog = TRUE;
4530 } else if(context->last_was_foggy_shader) {
4531 updateFog = TRUE;
4534 transformed = device->strided_streams.u.s.position_transformed;
4535 if (transformed) useVertexShaderFunction = FALSE;
4537 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4538 updateFog = TRUE;
4541 /* Reapply lighting if it is not scheduled for reapplication already */
4542 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4543 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4546 if (transformed) {
4547 context->last_was_rhw = TRUE;
4548 } else {
4550 /* Untransformed, so relies on the view and projection matrices */
4551 context->last_was_rhw = FALSE;
4552 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4553 device->untransformed = TRUE;
4555 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4556 * Not needed as long as only hw shaders are supported
4559 /* This sets the shader output position correction constants.
4560 * TODO: Move to the viewport state
4562 if (useVertexShaderFunction) {
4563 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
4564 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
4568 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4569 * off this function will be called again anyway to make sure they're properly set
4571 if(!useVertexShaderFunction) {
4572 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4573 * or transformed / untransformed was switched
4575 if(wasrhw != context->last_was_rhw &&
4576 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4577 !isStateDirty(context, STATE_VIEWPORT)) {
4578 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4580 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4581 * mode.
4583 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4584 * this check will fail and the matrix not applied again. This is OK because a simple
4585 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4586 * needs of the vertex declaration.
4588 * World and view matrix go into the same gl matrix, so only apply them when neither is
4589 * dirty
4591 if(transformed != wasrhw &&
4592 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4593 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4594 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4597 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4598 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4601 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4602 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4604 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4605 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4607 } else {
4608 /* We compile the shader here because we need the vertex declaration
4609 * in order to determine if we need to do any swizzling for D3DCOLOR
4610 * registers. If the shader is already compiled this call will do nothing. */
4611 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
4613 if(!context->last_was_vshader) {
4614 int i;
4615 static BOOL warned = FALSE;
4616 /* Disable all clip planes to get defined results on all drivers. See comment in the
4617 * state_clipping state handler
4619 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4620 glDisable(GL_CLIP_PLANE0 + i);
4621 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4624 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4625 FIXME("Clipping not supported with vertex shaders\n");
4626 warned = TRUE;
4628 if(wasrhw) {
4629 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4630 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4631 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4632 * fixed function vertex processing states back in a sane state before switching to shaders
4634 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4635 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4637 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4638 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4644 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4645 * application
4647 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4648 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
4650 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4651 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4655 context->last_was_vshader = useVertexShaderFunction;
4657 if(updateFog) {
4658 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
4660 if(!useVertexShaderFunction) {
4661 int i;
4662 for(i = 0; i < MAX_TEXTURES; i++) {
4663 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4664 transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
4670 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4671 UINT width, height;
4672 IWineD3DSurfaceImpl *target;
4674 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4675 checkGLcall("glDepthRange");
4676 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4678 if(stateblock->wineD3DDevice->render_offscreen) {
4679 glViewport(stateblock->viewport.X,
4680 stateblock->viewport.Y,
4681 stateblock->viewport.Width, stateblock->viewport.Height);
4682 } else {
4683 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4684 target->get_drawable_size(target, &width, &height);
4686 glViewport(stateblock->viewport.X,
4687 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4688 stateblock->viewport.Width, stateblock->viewport.Height);
4691 checkGLcall("glViewport");
4694 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4695 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
4696 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
4697 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4698 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4700 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4701 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4705 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4706 UINT Index = state - STATE_ACTIVELIGHT(0);
4707 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4709 if(!lightInfo) {
4710 glDisable(GL_LIGHT0 + Index);
4711 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4712 } else {
4713 float quad_att;
4714 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
4716 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4717 glMatrixMode(GL_MODELVIEW);
4718 glPushMatrix();
4719 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4721 /* Diffuse: */
4722 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4723 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4724 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4725 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4726 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4727 checkGLcall("glLightfv");
4729 /* Specular */
4730 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4731 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4732 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4733 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4734 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4735 checkGLcall("glLightfv");
4737 /* Ambient */
4738 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4739 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4740 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4741 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4742 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4743 checkGLcall("glLightfv");
4745 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4746 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4747 } else {
4748 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
4751 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4752 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4753 * Attenuation0 to NaN and crashes in the gl lib
4756 switch (lightInfo->OriginalParms.Type) {
4757 case WINED3DLIGHT_POINT:
4758 /* Position */
4759 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4760 checkGLcall("glLightfv");
4761 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4762 checkGLcall("glLightf");
4763 /* Attenuation - Are these right? guessing... */
4764 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4765 checkGLcall("glLightf");
4766 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4767 checkGLcall("glLightf");
4768 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4769 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4770 checkGLcall("glLightf");
4771 /* FIXME: Range */
4772 break;
4774 case WINED3DLIGHT_SPOT:
4775 /* Position */
4776 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4777 checkGLcall("glLightfv");
4778 /* Direction */
4779 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4780 checkGLcall("glLightfv");
4781 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4782 checkGLcall("glLightf");
4783 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4784 checkGLcall("glLightf");
4785 /* Attenuation - Are these right? guessing... */
4786 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4787 checkGLcall("glLightf");
4788 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4789 checkGLcall("glLightf");
4790 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4791 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4792 checkGLcall("glLightf");
4793 /* FIXME: Range */
4794 break;
4796 case WINED3DLIGHT_DIRECTIONAL:
4797 /* Direction */
4798 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4799 checkGLcall("glLightfv");
4800 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4801 checkGLcall("glLightf");
4802 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4803 checkGLcall("glLightf");
4804 break;
4806 default:
4807 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4810 /* Restore the modelview matrix */
4811 glPopMatrix();
4813 glEnable(GL_LIGHT0 + Index);
4814 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4817 return;
4820 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4821 RECT *pRect = &stateblock->scissorRect;
4822 UINT height;
4823 UINT width;
4824 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4826 target->get_drawable_size(target, &width, &height);
4827 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4828 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4830 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4831 pRect->right - pRect->left, pRect->bottom - pRect->top);
4833 if (stateblock->wineD3DDevice->render_offscreen) {
4834 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4835 } else {
4836 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4838 checkGLcall("glScissor");
4841 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4842 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4843 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4844 } else {
4845 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
4846 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
4850 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4851 if(stateblock->wineD3DDevice->render_offscreen) {
4852 glFrontFace(GL_CCW);
4853 checkGLcall("glFrontFace(GL_CCW)");
4854 } else {
4855 glFrontFace(GL_CW);
4856 checkGLcall("glFrontFace(GL_CW)");
4860 const struct StateEntryTemplate misc_state_template[] = {
4861 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4862 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4863 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4864 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4865 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4866 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4867 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4868 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4869 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4870 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4871 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, 0 },
4872 { STATE_VDECL, { STATE_VDECL, streamsrc }, 0 },
4873 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, 0 },
4874 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, 0 },
4875 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4876 * vshader loadings are untied from each other
4878 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4879 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4880 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4881 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4882 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4883 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4884 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4885 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4886 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4887 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4888 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4889 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4890 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4891 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4892 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4893 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4894 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4895 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4896 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4897 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4898 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4899 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4900 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4901 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4902 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4903 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4904 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4905 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4906 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4907 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4908 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4909 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4910 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4911 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4912 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4913 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, 0 },
4914 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4915 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, 0 },
4916 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4917 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, 0 },
4918 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4919 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, 0 },
4920 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4921 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, 0 },
4922 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4923 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, 0 },
4924 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4925 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, 0 },
4926 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4927 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, 0 },
4929 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, 0 },
4930 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4931 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, 0 },
4932 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, 0 },
4933 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, 0 },
4934 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, 0 },
4935 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, 0 },
4936 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, 0 },
4937 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, 0 },
4938 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, 0 },
4939 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, 0 },
4940 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, 0 },
4941 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, 0 },
4942 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, 0 },
4943 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4944 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4945 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4946 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4947 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, 0 },
4948 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, 0 },
4949 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, 0 },
4950 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, 0 },
4951 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, 0 },
4952 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, 0 },
4953 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, 0 },
4954 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, 0 },
4955 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, 0 },
4956 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, 0 },
4957 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, 0 },
4958 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, 0 },
4959 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, 0 },
4960 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4961 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4962 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4963 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4964 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4965 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4966 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4967 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4968 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, 0 },
4969 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4970 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4971 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4972 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4973 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4974 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4975 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4976 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4977 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4978 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4979 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4980 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4981 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4982 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4983 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4984 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4985 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4986 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4987 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4988 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4989 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4990 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, 0 },
4991 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, 0 },
4992 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, 0 },
4993 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, 0 },
4994 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, 0 },
4995 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, 0 },
4996 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4997 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4998 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4999 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
5000 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
5001 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
5002 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
5003 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5004 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, 0 },
5005 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, 0 },
5006 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
5007 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5008 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, 0 },
5009 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, 0 },
5010 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
5011 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
5012 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
5013 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
5014 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5015 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, 0 },
5016 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
5017 /* Samplers */
5018 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, 0 },
5019 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, 0 },
5020 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, 0 },
5021 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, 0 },
5022 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, 0 },
5023 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, 0 },
5024 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, 0 },
5025 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, 0 },
5026 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, 0 },
5027 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, 0 },
5028 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, 0 },
5029 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, 0 },
5030 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, 0 },
5031 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, 0 },
5032 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, 0 },
5033 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, 0 },
5034 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, 0 },
5035 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, 0 },
5036 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, 0 },
5037 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, 0 },
5038 {0 /* Terminate */, { 0, 0 }, 0 },
5041 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5042 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, 0 },
5043 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, 0 },
5044 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
5045 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
5046 /* Clip planes */
5047 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, 0 },
5048 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, 0 },
5049 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, 0 },
5050 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, 0 },
5051 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, 0 },
5052 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, 0 },
5053 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, 0 },
5054 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, 0 },
5055 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, 0 },
5056 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, 0 },
5057 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, 0 },
5058 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, 0 },
5059 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, 0 },
5060 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, 0 },
5061 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, 0 },
5062 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, 0 },
5063 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, 0 },
5064 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, 0 },
5065 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, 0 },
5066 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, 0 },
5067 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, 0 },
5068 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, 0 },
5069 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, 0 },
5070 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, 0 },
5071 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, 0 },
5072 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, 0 },
5073 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, 0 },
5074 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, 0 },
5075 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, 0 },
5076 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, 0 },
5077 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, 0 },
5078 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, 0 },
5079 /* Lights */
5080 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, 0 },
5081 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, 0 },
5082 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, 0 },
5083 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, 0 },
5084 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, 0 },
5085 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, 0 },
5086 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, 0 },
5087 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, 0 },
5088 /* Viewport */
5089 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, 0 },
5090 /* Transform states follow */
5091 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, 0 },
5092 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, 0 },
5093 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture }, 0 },
5094 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture }, 0 },
5095 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture }, 0 },
5096 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture }, 0 },
5097 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture }, 0 },
5098 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture }, 0 },
5099 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture }, 0 },
5100 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture }, 0 },
5101 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, 0 },
5102 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_world }, 0 },
5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_world }, 0 },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_world }, 0 },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_world }, 0 },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_world }, 0 },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_world }, 0 },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_world }, 0 },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_world }, 0 },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_world }, 0 },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_world }, 0 },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_world }, 0 },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_world }, 0 },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_world }, 0 },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_world }, 0 },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_world }, 0 },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_world }, 0 },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_world }, 0 },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_world }, 0 },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_world }, 0 },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_world }, 0 },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_world }, 0 },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_world }, 0 },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_world }, 0 },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_world }, 0 },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_world }, 0 },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_world }, 0 },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_world }, 0 },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_world }, 0 },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_world }, 0 },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_world }, 0 },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_world }, 0 },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_world }, 0 },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_world }, 0 },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_world }, 0 },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_world }, 0 },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_world }, 0 },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_world }, 0 },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_world }, 0 },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_world }, 0 },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_world }, 0 },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_world }, 0 },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_world }, 0 },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_world }, 0 },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_world }, 0 },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_world }, 0 },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_world }, 0 },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_world }, 0 },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_world }, 0 },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_world }, 0 },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_world }, 0 },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_world }, 0 },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_world }, 0 },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_world }, 0 },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_world }, 0 },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_world }, 0 },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_world }, 0 },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_world }, 0 },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_world }, 0 },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_world }, 0 },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_world }, 0 },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_world }, 0 },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_world }, 0 },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_world }, 0 },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_world }, 0 },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_world }, 0 },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_world }, 0 },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_world }, 0 },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_world }, 0 },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_world }, 0 },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_world }, 0 },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_world }, 0 },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_world }, 0 },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_world }, 0 },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_world }, 0 },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_world }, 0 },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_world }, 0 },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_world }, 0 },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_world }, 0 },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_world }, 0 },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_world }, 0 },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_world }, 0 },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_world }, 0 },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_world }, 0 },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_world }, 0 },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_world }, 0 },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_world }, 0 },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_world }, 0 },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_world }, 0 },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_world }, 0 },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_world }, 0 },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_world }, 0 },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_world }, 0 },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_world }, 0 },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_world }, 0 },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_world }, 0 },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_world }, 0 },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_world }, 0 },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_world }, 0 },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_world }, 0 },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_world }, 0 },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_world }, 0 },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_world }, 0 },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_world }, 0 },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_world }, 0 },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_world }, 0 },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_world }, 0 },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_world }, 0 },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_world }, 0 },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_world }, 0 },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_world }, 0 },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_world }, 0 },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_world }, 0 },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_world }, 0 },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_world }, 0 },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_world }, 0 },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_world }, 0 },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_world }, 0 },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_world }, 0 },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_world }, 0 },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_world }, 0 },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_world }, 0 },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_world }, 0 },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_world }, 0 },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_world }, 0 },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_world }, 0 },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_world }, 0 },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_world }, 0 },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_world }, 0 },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_world }, 0 },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_world }, 0 },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_world }, 0 },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_world }, 0 },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_world }, 0 },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_world }, 0 },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_world }, 0 },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_world }, 0 },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_world }, 0 },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_world }, 0 },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_world }, 0 },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_world }, 0 },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_world }, 0 },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_world }, 0 },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_world }, 0 },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_world }, 0 },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_world }, 0 },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_world }, 0 },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_world }, 0 },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_world }, 0 },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_world }, 0 },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_world }, 0 },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_world }, 0 },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_world }, 0 },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_world }, 0 },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_world }, 0 },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_world }, 0 },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_world }, 0 },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_world }, 0 },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_world }, 0 },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_world }, 0 },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_world }, 0 },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_world }, 0 },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_world }, 0 },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_world }, 0 },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_world }, 0 },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_world }, 0 },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_world }, 0 },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_world }, 0 },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_world }, 0 },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_world }, 0 },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_world }, 0 },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_world }, 0 },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_world }, 0 },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_world }, 0 },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_world }, 0 },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_world }, 0 },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_world }, 0 },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_world }, 0 },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_world }, 0 },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_world }, 0 },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_world }, 0 },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_world }, 0 },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_world }, 0 },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_world }, 0 },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_world }, 0 },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_world }, 0 },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_world }, 0 },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_world }, 0 },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_world }, 0 },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_world }, 0 },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_world }, 0 },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_world }, 0 },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_world }, 0 },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_world }, 0 },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_world }, 0 },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_world }, 0 },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_world }, 0 },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_world }, 0 },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_world }, 0 },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_world }, 0 },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_world }, 0 },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_world }, 0 },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_world }, 0 },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_world }, 0 },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_world }, 0 },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_world }, 0 },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_world }, 0 },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_world }, 0 },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_world }, 0 },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_world }, 0 },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_world }, 0 },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_world }, 0 },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_world }, 0 },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_world }, 0 },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_world }, 0 },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_world }, 0 },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_world }, 0 },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_world }, 0 },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_world }, 0 },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_world }, 0 },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_world }, 0 },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_world }, 0 },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_world }, 0 },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_world }, 0 },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_world }, 0 },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_world }, 0 },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_world }, 0 },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_world }, 0 },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_world }, 0 },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_world }, 0 },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_world }, 0 },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_world }, 0 },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_world }, 0 },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_world }, 0 },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_world }, 0 },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_world }, 0 },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_world }, 0 },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_world }, 0 },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_world }, 0 },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_world }, 0 },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_world }, 0 },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_world }, 0 },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_world }, 0 },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_world }, 0 },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_world }, 0 },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_world }, 0 },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_world }, 0 },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_world }, 0 },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_world }, 0 },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_world }, 0 },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_world }, 0 },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_world }, 0 },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_world }, 0 },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_world }, 0 },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_world }, 0 },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_world }, 0 },
5357 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture }, 0 },
5358 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture }, 0 },
5359 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture }, 0 },
5360 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture }, 0 },
5361 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture }, 0 },
5362 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture }, 0 },
5363 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture }, 0 },
5364 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture }, 0 },
5365 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5366 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5367 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5368 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5369 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5370 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5371 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5372 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5373 /* Fog */
5374 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5375 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5376 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5377 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5378 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5379 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
5380 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
5381 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5382 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, 0 },
5383 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5384 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5385 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, 0 },
5386 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, 0 },
5387 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5388 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, 0 },
5389 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, 0 },
5390 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5391 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5392 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5393 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5394 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5395 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, 0 },
5396 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5397 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5398 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5399 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5400 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5401 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, 0 },
5402 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5403 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5404 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5405 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5406 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax_arb }, ARB_POINT_PARAMETERS },
5407 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax_ext }, EXT_POINT_PARAMETERS },
5408 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax_w }, 0 },
5409 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5410 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5411 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5413 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5414 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5415 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, 0 },
5416 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5417 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5418 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, 0 },
5419 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5420 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5421 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, 0 },
5422 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5423 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5424 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, 0 },
5425 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5426 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5427 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, 0 },
5428 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5429 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5430 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, 0 },
5431 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5432 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5433 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, 0 },
5434 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5435 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5436 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, 0 },
5437 {0 /* Terminate */, { 0, 0 }, 0 },
5440 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5441 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5442 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5443 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5444 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5445 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5446 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5447 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5448 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5449 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5450 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5451 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5452 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5453 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5454 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5455 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5456 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5457 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5458 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5459 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5460 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5461 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5462 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5463 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5464 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5465 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5466 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5467 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5468 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5469 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5470 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5471 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5472 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5473 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5474 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5475 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5476 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5477 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5478 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5479 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5480 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5481 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5482 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5483 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5484 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5485 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5486 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5487 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5488 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5489 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5490 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5491 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5492 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5493 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5494 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5495 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5496 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5497 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5498 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5499 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5500 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5501 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5502 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5503 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5504 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5505 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5506 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5507 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5508 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5509 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5510 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5511 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5512 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5513 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5514 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5515 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5516 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5517 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5518 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5519 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5520 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5521 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5522 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5523 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5524 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5525 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5526 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5527 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5528 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5529 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5530 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5531 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5532 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5533 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5534 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5535 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5536 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5537 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5538 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5539 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5540 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5541 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5542 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5543 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5544 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5545 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5546 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5547 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5548 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), tex_bumpenvmat }, ATI_ENVMAP_BUMPMAP },
5549 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5550 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5551 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5552 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5553 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5554 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5555 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, 0 },
5556 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, 0 },
5557 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
5558 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
5559 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
5560 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
5561 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
5562 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
5563 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
5564 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
5565 {0 /* Terminate */, { 0, 0 }, 0 },
5567 #undef GLINFO_LOCATION
5569 #define GLINFO_LOCATION (*gl_info)
5570 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5572 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) {
5573 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5574 WINED3DTEXOPCAPS_ADDSIGNED |
5575 WINED3DTEXOPCAPS_ADDSIGNED2X |
5576 WINED3DTEXOPCAPS_MODULATE |
5577 WINED3DTEXOPCAPS_MODULATE2X |
5578 WINED3DTEXOPCAPS_MODULATE4X |
5579 WINED3DTEXOPCAPS_SELECTARG1 |
5580 WINED3DTEXOPCAPS_SELECTARG2 |
5581 WINED3DTEXOPCAPS_DISABLE;
5583 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5584 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5585 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5586 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5587 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5588 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5589 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5590 WINED3DTEXOPCAPS_LERP |
5591 WINED3DTEXOPCAPS_SUBTRACT;
5593 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5594 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5595 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5596 WINED3DTEXOPCAPS_MULTIPLYADD |
5597 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5598 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5599 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5601 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5602 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5604 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
5605 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
5608 pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
5609 pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5612 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5613 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5615 const struct fragment_pipeline ffp_fragment_pipeline = {
5616 ffp_enable,
5617 ffp_fragment_get_caps,
5618 ffp_fragment_alloc,
5619 ffp_fragment_free,
5620 ffp_fragmentstate_template
5623 static int num_handlers(APPLYSTATEFUNC *funcs) {
5624 unsigned int i;
5625 for(i = 0; funcs[i]; i++);
5626 return i;
5629 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5630 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5631 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5634 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5635 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5636 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5637 stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5640 void compile_state_table(struct StateEntry *StateTable,
5641 APPLYSTATEFUNC **dev_multistate_funcs,
5642 WineD3D_GL_Info *gl_info,
5643 const struct StateEntryTemplate *vertex,
5644 const struct fragment_pipeline *fragment,
5645 const struct StateEntryTemplate *misc) {
5646 unsigned int i, type, handlers;
5647 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5648 const struct StateEntryTemplate *cur;
5649 BOOL set[STATE_HIGHEST + 1];
5651 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5653 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5654 StateTable[i].representative = 0;
5655 StateTable[i].apply = state_undefined;
5658 for(type = 0; type < 3; type++) {
5659 /* This switch decides the order in which the states are applied */
5660 switch(type) {
5661 case 0: cur = misc; break;
5662 case 1: cur = fragment->states; break;
5663 case 2: cur = vertex; break;
5664 default: cur = NULL; /* Stupid compiler */
5666 if(!cur) continue;
5668 /* GL extension filtering should not prevent multiple handlers being applied from different
5669 * pipeline parts
5671 memset(set, 0, sizeof(set));
5673 for(i = 0; cur[i].state; i++) {
5675 /* Only use the first matching state with the available extension from one template.
5676 * e.g.
5677 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5678 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5680 * if GL_XYZ_fancy is supported, ignore the 2nd line
5682 if(set[cur[i].state]) continue;
5683 /* Skip state lines depending on unsupported extensions */
5684 if(cur[i].extension && !GL_SUPPORT(cur[i].extension)) continue;
5685 set[cur[i].state] = TRUE;
5686 /* In some cases having an extension means that nothing has to be
5687 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5688 * supported, the texture coordinate fixup can be ignored. If the
5689 * apply function is used, mark the state set(done above) to prevent
5690 * applying later lines, but do not record anything in the state
5691 * table
5693 if(!cur[i].content.apply) continue;
5695 handlers = num_handlers(multistate_funcs[cur[i].state]);
5696 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5697 switch(handlers) {
5698 case 0:
5699 StateTable[cur[i].state].apply = cur[i].content.apply;
5700 break;
5701 case 1:
5702 StateTable[cur[i].state].apply = multistate_apply_2;
5703 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5705 sizeof(**dev_multistate_funcs) * 2);
5706 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5707 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5708 break;
5709 case 2:
5710 StateTable[cur[i].state].apply = multistate_apply_3;
5711 HeapFree(GetProcessHeap(), 0, multistate_funcs[cur[i].state]);
5712 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5714 sizeof(**dev_multistate_funcs) * 3);
5715 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5716 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5717 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5718 break;
5719 default:
5720 ERR("Unexpected amount of state handlers for state %u: %u\n",
5721 cur[i].state, handlers + 1);
5724 if(StateTable[cur[i].state].representative &&
5725 StateTable[cur[i].state].representative != cur[i].content.representative) {
5726 FIXME("State %u has different representatives in different pipeline parts\n",
5727 cur[i].state);
5729 StateTable[cur[i].state].representative = cur[i].content.representative;
5733 #undef GLINFO_LOCATION