push e010c36c07b885b9e93af516784a3c6f1498a51b
[wine/hacks.git] / dlls / wined3d / state.c
blob329444ca4b48a6d440203e3e3fbfd526ae9566b7
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 /* Lighting is not enabled if transformed vertices are drawn
85 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
87 * vertex declaration applying function calls this function for updating
90 if(isStateDirty(context, STATE_VDECL)) {
91 return;
94 if (stateblock->renderState[WINED3DRS_LIGHTING]
95 && !stateblock->wineD3DDevice->strided_streams.position_transformed)
97 glEnable(GL_LIGHTING);
98 checkGLcall("glEnable GL_LIGHTING");
99 } else {
100 glDisable(GL_LIGHTING);
101 checkGLcall("glDisable GL_LIGHTING");
105 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
106 /* No z test without depth stencil buffers */
107 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
108 TRACE("No Z buffer - disabling depth test\n");
109 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
110 checkGLcall("glDisable GL_DEPTH_TEST");
111 return;
114 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
115 case WINED3DZB_FALSE:
116 glDisable(GL_DEPTH_TEST);
117 checkGLcall("glDisable GL_DEPTH_TEST");
118 break;
119 case WINED3DZB_TRUE:
120 glEnable(GL_DEPTH_TEST);
121 checkGLcall("glEnable GL_DEPTH_TEST");
122 break;
123 case WINED3DZB_USEW:
124 glEnable(GL_DEPTH_TEST);
125 checkGLcall("glEnable GL_DEPTH_TEST");
126 FIXME("W buffer is not well handled\n");
127 break;
128 default:
129 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
133 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
134 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
135 * switch
137 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
138 case WINED3DCULL_NONE:
139 glDisable(GL_CULL_FACE);
140 checkGLcall("glDisable GL_CULL_FACE");
141 break;
142 case WINED3DCULL_CW:
143 glEnable(GL_CULL_FACE);
144 checkGLcall("glEnable GL_CULL_FACE");
145 glCullFace(GL_FRONT);
146 checkGLcall("glCullFace(GL_FRONT)");
147 break;
148 case WINED3DCULL_CCW:
149 glEnable(GL_CULL_FACE);
150 checkGLcall("glEnable GL_CULL_FACE");
151 glCullFace(GL_BACK);
152 checkGLcall("glCullFace(GL_BACK)");
153 break;
154 default:
155 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
159 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
160 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
161 case WINED3DSHADE_FLAT:
162 glShadeModel(GL_FLAT);
163 checkGLcall("glShadeModel(GL_FLAT)");
164 break;
165 case WINED3DSHADE_GOURAUD:
166 glShadeModel(GL_SMOOTH);
167 checkGLcall("glShadeModel(GL_SMOOTH)");
168 break;
169 case WINED3DSHADE_PHONG:
170 FIXME("WINED3DSHADE_PHONG isn't supported\n");
171 break;
172 default:
173 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
177 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
178 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
179 glEnable(GL_DITHER);
180 checkGLcall("glEnable GL_DITHER");
181 } else {
182 glDisable(GL_DITHER);
183 checkGLcall("glDisable GL_DITHER");
187 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
188 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
189 * this has to be merged with ZENABLE and ZFUNC
191 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
192 glDepthMask(1);
193 checkGLcall("glDepthMask(1)");
194 } else {
195 glDepthMask(0);
196 checkGLcall("glDepthMask(0)");
200 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
201 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
203 if(glParm) {
204 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
205 static BOOL once = FALSE;
206 /* There are a few issues with this: First, our inability to
207 * select a proper Z depth, most of the time we're stuck with
208 * D24S8, even if the app selects D32 or D16. There seem to be
209 * some other precision problems which have to be debugged to
210 * make NOTEQUAL and EQUAL work properly
212 if(!once) {
213 once = TRUE;
214 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
218 glDepthFunc(glParm);
219 checkGLcall("glDepthFunc");
223 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
224 float col[4];
225 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
227 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
228 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
229 checkGLcall("glLightModel for MODEL_AMBIENT");
232 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
233 int srcBlend = GL_ZERO;
234 int dstBlend = GL_ZERO;
235 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
237 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
239 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
240 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
242 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
243 * The d3d9 visual test confirms the behavior. */
244 if (!(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
246 glDisable(GL_BLEND);
247 checkGLcall("glDisable GL_BLEND");
248 return;
249 } else {
250 glEnable(GL_BLEND);
251 checkGLcall("glEnable GL_BLEND");
253 } else {
254 glDisable(GL_BLEND);
255 checkGLcall("glDisable GL_BLEND");
256 /* Nothing more to do - get out */
257 return;
260 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
261 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
262 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
263 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
264 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
265 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
266 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
267 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
268 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
270 /* To compensate the lack of format switching with backbuffer offscreen rendering,
271 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
272 * if the render target doesn't support alpha blending. A nonexistent alpha channel
273 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
275 case WINED3DBLEND_DESTALPHA :
276 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
277 break;
278 case WINED3DBLEND_INVDESTALPHA :
279 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
280 break;
282 case WINED3DBLEND_SRCALPHASAT :
283 dstBlend = GL_SRC_ALPHA_SATURATE;
284 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
285 break;
287 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
288 * values which are still valid up to d3d9. They should not occur as dest blend values
290 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
291 srcBlend = GL_SRC_ALPHA;
292 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
293 break;
295 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
296 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
297 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
298 break;
300 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
301 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
302 default:
303 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
306 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
307 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
308 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
309 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
310 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
311 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
312 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
313 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
314 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
315 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
317 case WINED3DBLEND_DESTALPHA :
318 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
319 break;
320 case WINED3DBLEND_INVDESTALPHA :
321 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
322 break;
324 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
325 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
326 break;
328 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
329 dstBlend = GL_SRC_ALPHA;
330 break;
332 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
333 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
334 default:
335 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
338 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
339 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
340 glEnable(GL_LINE_SMOOTH);
341 checkGLcall("glEnable(GL_LINE_SMOOTH)");
342 if(srcBlend != GL_SRC_ALPHA) {
343 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
345 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
346 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
348 } else {
349 glDisable(GL_LINE_SMOOTH);
350 checkGLcall("glDisable(GL_LINE_SMOOTH)");
353 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
354 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
355 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
358 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
359 int srcBlendAlpha = GL_ZERO;
360 int dstBlendAlpha = GL_ZERO;
362 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
363 if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
364 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
365 return;
368 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
369 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
370 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
371 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
372 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
373 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
374 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
375 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
376 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
377 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
378 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
379 case WINED3DBLEND_SRCALPHASAT :
380 dstBlend = GL_SRC_ALPHA_SATURATE;
381 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
382 break;
383 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
384 * values which are still valid up to d3d9. They should not occur as dest blend values
386 case WINED3DBLEND_BOTHSRCALPHA :
387 dstBlendAlpha = GL_SRC_ALPHA;
388 srcBlendAlpha = GL_SRC_ALPHA;
389 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
390 break;
391 case WINED3DBLEND_BOTHINVSRCALPHA :
392 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
393 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
394 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
395 break;
396 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
397 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
398 default:
399 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
402 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
403 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
404 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
405 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
406 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
407 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
408 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
409 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
410 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
411 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
412 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
413 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
414 case WINED3DBLEND_BOTHSRCALPHA :
415 srcBlendAlpha = GL_SRC_ALPHA;
416 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
417 break;
418 case WINED3DBLEND_BOTHINVSRCALPHA :
419 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
420 dstBlendAlpha = GL_SRC_ALPHA;
421 break;
422 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
423 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
424 default:
425 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
428 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
429 checkGLcall("glBlendFuncSeparateEXT");
430 } else {
431 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
432 glBlendFunc(srcBlend, dstBlend);
433 checkGLcall("glBlendFunc");
436 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
437 so it may need updating */
438 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
439 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
440 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
444 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
445 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
448 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
449 float col[4];
451 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
452 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
453 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
454 checkGLcall("glBlendColor");
457 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
458 int glParm = 0;
459 float ref;
460 BOOL enable_ckey = FALSE;
462 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
464 /* Find out if the texture on the first stage has a ckey set
465 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
466 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
467 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
468 * in case it finds some texture+colorkeyenable combination which needs extra care.
470 if (stateblock->textures[0])
472 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
474 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
476 IWineD3DSurfaceImpl *surf;
478 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
480 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
482 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
483 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
484 * surface has alpha bits */
485 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
490 if(enable_ckey || context->last_was_ckey) {
491 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
492 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
494 context->last_was_ckey = enable_ckey;
496 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
497 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
498 glEnable(GL_ALPHA_TEST);
499 checkGLcall("glEnable GL_ALPHA_TEST");
500 } else {
501 glDisable(GL_ALPHA_TEST);
502 checkGLcall("glDisable GL_ALPHA_TEST");
503 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
504 * enable call
506 return;
509 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
510 glParm = GL_NOTEQUAL;
511 ref = 0.0;
512 } else {
513 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
514 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
516 if(glParm) {
517 glAlphaFunc(glParm, ref);
518 checkGLcall("glAlphaFunc");
522 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
523 DWORD enable = 0xFFFFFFFF;
524 DWORD disable = 0x00000000;
526 if (use_vs(stateblock))
528 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
529 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
530 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
531 * of that - don't do anything here and keep them disabled
533 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
534 static BOOL warned = FALSE;
535 if(!warned) {
536 FIXME("Clipping not supported with vertex shaders\n");
537 warned = TRUE;
540 return;
543 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
544 * of already set values
547 /* If enabling / disabling all
548 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
550 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
551 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
552 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
553 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
554 glDisable(GL_DEPTH_CLAMP_NV);
555 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
557 } else {
558 disable = 0xffffffff;
559 enable = 0x00;
560 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
561 glEnable(GL_DEPTH_CLAMP_NV);
562 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
566 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
567 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
568 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
569 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
570 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
571 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
573 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
574 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
575 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
576 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
577 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
578 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
580 /** update clipping status */
581 if (enable) {
582 stateblock->clip_status.ClipUnion = 0;
583 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
584 } else {
585 stateblock->clip_status.ClipUnion = 0;
586 stateblock->clip_status.ClipIntersection = 0;
590 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
591 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
594 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
595 int blendEquation = GL_FUNC_ADD;
596 int blendEquationAlpha = GL_FUNC_ADD;
598 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
599 if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
600 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
601 return;
604 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
605 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
606 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
607 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
608 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
609 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
610 default:
611 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
614 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
615 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
616 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
617 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
618 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
619 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
620 default:
621 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
624 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
625 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
626 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
627 checkGLcall("glBlendEquationSeparateEXT");
628 } else {
629 TRACE("glBlendEquation(%x)\n", blendEquation);
630 GL_EXTCALL(glBlendEquationEXT(blendEquation));
631 checkGLcall("glBlendEquation");
635 static void
636 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
637 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
638 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
639 * specular color. This is wrong:
640 * Separate specular color means the specular colour is maintained separately, whereas
641 * single color means it is merged in. However in both cases they are being used to
642 * some extent.
643 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
644 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
645 * running 1.4 yet!
648 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
649 * Instead, we need to setup the FinalCombiner properly.
651 * The default setup for the FinalCombiner is:
653 * <variable> <input> <mapping> <usage>
654 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
655 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
656 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
657 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
658 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
659 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
660 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
662 * That's pretty much fine as it is, except for variable B, which needs to take
663 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
664 * whether WINED3DRS_SPECULARENABLE is enabled or not.
667 TRACE("Setting specular enable state and materials\n");
668 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
669 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
670 checkGLcall("glMaterialfv");
672 if(stateblock->material.Power > GL_LIMITS(shininess)) {
673 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
674 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
675 * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
676 * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
677 * them, it should be safe to do so without major visual distortions.
679 WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
680 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
681 } else {
682 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
684 checkGLcall("glMaterialf(GL_SHININESS)");
686 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
687 glEnable(GL_COLOR_SUM_EXT);
688 } else {
689 TRACE("Specular colors cannot be enabled in this version of opengl\n");
691 checkGLcall("glEnable(GL_COLOR_SUM)");
693 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
694 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
695 checkGLcall("glFinalCombinerInputNV()");
697 } else {
698 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
700 /* for the case of enabled lighting: */
701 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
702 checkGLcall("glMaterialfv");
704 /* for the case of disabled lighting: */
705 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
706 glDisable(GL_COLOR_SUM_EXT);
707 } else {
708 TRACE("Specular colors cannot be disabled in this version of opengl\n");
710 checkGLcall("glDisable(GL_COLOR_SUM)");
712 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
713 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
714 checkGLcall("glFinalCombinerInputNV()");
718 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
719 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
720 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
721 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
722 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
723 stateblock->material.Specular.b, stateblock->material.Specular.a);
724 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
725 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
727 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
728 checkGLcall("glMaterialfv(GL_AMBIENT)");
729 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
730 checkGLcall("glMaterialfv(GL_DIFFUSE)");
731 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
732 checkGLcall("glMaterialfv(GL_EMISSION)");
735 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
736 unsigned int i;
738 /* Note the texture color applies to all textures whereas
739 * GL_TEXTURE_ENV_COLOR applies to active only
741 float col[4];
742 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
744 /* And now the default texture color as well */
745 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
746 /* Note the WINED3DRS value applies to all textures, but GL has one
747 * per texture, so apply it now ready to be used!
749 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
750 checkGLcall("glActiveTextureARB");
752 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
753 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
757 static void
758 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
759 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
760 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
761 GL_EXTCALL(glActiveStencilFaceEXT(face));
762 checkGLcall("glActiveStencilFaceEXT(...)");
763 glStencilFunc(func, ref, mask);
764 checkGLcall("glStencilFunc(...)");
765 glStencilOp(stencilFail, depthFail, stencilPass);
766 checkGLcall("glStencilOp(...)");
769 static void
770 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
771 DWORD onesided_enable = FALSE;
772 DWORD twosided_enable = FALSE;
773 GLint func = GL_ALWAYS;
774 GLint func_ccw = GL_ALWAYS;
775 GLint ref = 0;
776 GLuint mask = 0;
777 GLint stencilFail = GL_KEEP;
778 GLint depthFail = GL_KEEP;
779 GLint stencilPass = GL_KEEP;
780 GLint stencilFail_ccw = GL_KEEP;
781 GLint depthFail_ccw = GL_KEEP;
782 GLint stencilPass_ccw = GL_KEEP;
784 /* No stencil test without a stencil buffer */
785 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
786 glDisable(GL_STENCIL_TEST);
787 checkGLcall("glDisable GL_STENCIL_TEST");
788 return;
791 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
792 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
793 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
794 func = GL_ALWAYS;
795 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
796 func_ccw = GL_ALWAYS;
797 ref = stateblock->renderState[WINED3DRS_STENCILREF];
798 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
799 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
800 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
801 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
802 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
803 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
804 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
806 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
807 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
808 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
809 onesided_enable, twosided_enable, ref, mask,
810 func, stencilFail, depthFail, stencilPass,
811 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
813 if (twosided_enable && onesided_enable) {
814 glEnable(GL_STENCIL_TEST);
815 checkGLcall("glEnable GL_STENCIL_TEST");
817 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
818 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
819 * which has an effect on the code below too. If we apply the front face
820 * afterwards, we are sure that the active stencil face is set to front,
821 * and other stencil functions which do not use two sided stencil do not have
822 * to set it back
824 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
825 stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
826 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
827 stencilFail, depthFail, stencilPass);
828 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
829 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
830 checkGLcall("glStencilFuncSeparateATI(...)");
831 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
832 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
833 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
834 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
835 } else {
836 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
838 } else if(onesided_enable) {
839 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
840 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
841 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
844 /* This code disables the ATI extension as well, since the standard stencil functions are equal
845 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
847 glEnable(GL_STENCIL_TEST);
848 checkGLcall("glEnable GL_STENCIL_TEST");
849 glStencilFunc(func, ref, mask);
850 checkGLcall("glStencilFunc(...)");
851 glStencilOp(stencilFail, depthFail, stencilPass);
852 checkGLcall("glStencilOp(...)");
853 } else {
854 glDisable(GL_STENCIL_TEST);
855 checkGLcall("glDisable GL_STENCIL_TEST");
859 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
860 DWORD mask;
862 if(stateblock->wineD3DDevice->stencilBufferTarget) {
863 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
864 } else {
865 mask = 0;
868 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
869 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
870 glStencilMask(mask);
871 checkGLcall("glStencilMask");
872 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
873 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
874 glStencilMask(mask);
877 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
878 DWORD mask;
880 if(stateblock->wineD3DDevice->stencilBufferTarget) {
881 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
882 } else {
883 mask = 0;
886 glStencilMask(mask);
887 checkGLcall("glStencilMask");
890 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
892 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
894 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
896 /* Table fog on: Never use fog coords, and use per-fragment fog */
897 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
898 glHint(GL_FOG_HINT, GL_NICEST);
899 if(context->fog_coord) {
900 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
901 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
902 context->fog_coord = FALSE;
904 return;
907 /* Otherwise use per-vertex fog in any case */
908 glHint(GL_FOG_HINT, GL_FASTEST);
910 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
911 /* No fog at all, or transformed vertices: Use fog coord */
912 if(!context->fog_coord) {
913 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
914 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
915 context->fog_coord = TRUE;
917 } else {
918 /* Otherwise, use the fragment depth */
919 if(context->fog_coord) {
920 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
921 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
922 context->fog_coord = FALSE;
927 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
928 float fogstart, fogend;
929 union {
930 DWORD d;
931 float f;
932 } tmpvalue;
934 switch(context->fog_source) {
935 case FOGSOURCE_VS:
936 fogstart = 1.0;
937 fogend = 0.0;
938 break;
940 case FOGSOURCE_COORD:
941 fogstart = 255.0;
942 fogend = 0.0;
943 break;
945 case FOGSOURCE_FFP:
946 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
947 fogstart = tmpvalue.f;
948 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
949 fogend = tmpvalue.f;
950 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
951 if(fogstart == fogend) {
952 fogstart = -1.0 / 0.0;
953 fogend = 0.0;
955 break;
957 default:
958 /* This should not happen.context->fog_source is set in wined3d, not the app.
959 * Still this is needed to make the compiler happy
961 ERR("Unexpected fog coordinate source\n");
962 fogstart = 0.0;
963 fogend = 0.0;
966 glFogf(GL_FOG_START, fogstart);
967 checkGLcall("glFogf(GL_FOG_START, fogstart)");
968 TRACE("Fog Start == %f\n", fogstart);
970 glFogf(GL_FOG_END, fogend);
971 checkGLcall("glFogf(GL_FOG_END, fogend)");
972 TRACE("Fog End == %f\n", fogend);
975 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
976 enum fogsource new_source;
978 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
980 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
981 /* No fog? Disable it, and we're done :-) */
982 glDisableWINE(GL_FOG);
983 checkGLcall("glDisable GL_FOG");
984 return;
987 /* Fog Rules:
989 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
990 * It can use the Z value of the vertex, or the alpha component of the specular color.
991 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
992 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
993 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
995 * FOGTABLEMODE != NONE:
996 * The Z value is used, with the equation specified, no matter what vertex type.
998 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
999 * Per vertex fog is calculated using the specified fog equation and the parameters
1001 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1002 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1003 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1006 * Rules for vertex fog with shaders:
1008 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1009 * the fog computation to happen during transformation while openGL expects it to happen
1010 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1011 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1012 * To solve this problem, WineD3D does:
1013 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1014 * shader,
1015 * and 2) disables the fog computation (in either the fixed function or programmable
1016 * rasterizer) if using a vertex program.
1018 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1019 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1020 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1021 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1022 * There are some GL differences between specular fog coords and vertex shaders though.
1024 * With table fog the vertex shader fog coordinate is ignored.
1026 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1027 * without shaders).
1030 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1031 * the system will apply only pixel(=table) fog effects."
1033 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1034 if(use_vs(stateblock)) {
1035 glFogi(GL_FOG_MODE, GL_LINEAR);
1036 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1037 new_source = FOGSOURCE_VS;
1038 } else {
1039 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1040 /* If processed vertices are used, fall through to the NONE case */
1041 case WINED3DFOG_EXP:
1042 if(!context->last_was_rhw) {
1043 glFogi(GL_FOG_MODE, GL_EXP);
1044 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1045 new_source = FOGSOURCE_FFP;
1046 break;
1048 /* drop through */
1050 case WINED3DFOG_EXP2:
1051 if(!context->last_was_rhw) {
1052 glFogi(GL_FOG_MODE, GL_EXP2);
1053 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1054 new_source = FOGSOURCE_FFP;
1055 break;
1057 /* drop through */
1059 case WINED3DFOG_LINEAR:
1060 if(!context->last_was_rhw) {
1061 glFogi(GL_FOG_MODE, GL_LINEAR);
1062 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1063 new_source = FOGSOURCE_FFP;
1064 break;
1066 /* drop through */
1068 case WINED3DFOG_NONE:
1069 /* Both are none? According to msdn the alpha channel of the specular
1070 * color contains a fog factor. Set it in drawStridedSlow.
1071 * Same happens with Vertexfog on transformed vertices
1073 new_source = FOGSOURCE_COORD;
1074 glFogi(GL_FOG_MODE, GL_LINEAR);
1075 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1076 break;
1078 default:
1079 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1080 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1083 } else {
1084 new_source = FOGSOURCE_FFP;
1086 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1087 case WINED3DFOG_EXP:
1088 glFogi(GL_FOG_MODE, GL_EXP);
1089 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1090 break;
1092 case WINED3DFOG_EXP2:
1093 glFogi(GL_FOG_MODE, GL_EXP2);
1094 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1095 break;
1097 case WINED3DFOG_LINEAR:
1098 glFogi(GL_FOG_MODE, GL_LINEAR);
1099 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1100 break;
1102 case WINED3DFOG_NONE: /* Won't happen */
1103 default:
1104 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1108 glEnableWINE(GL_FOG);
1109 checkGLcall("glEnable GL_FOG");
1110 if(new_source != context->fog_source) {
1111 context->fog_source = new_source;
1112 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1116 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1117 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1118 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1122 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1123 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1124 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1125 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1126 } else {
1127 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1128 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1132 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1133 float col[4];
1134 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1135 glFogfv(GL_FOG_COLOR, &col[0]);
1136 checkGLcall("glFog GL_FOG_COLOR");
1139 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1140 union {
1141 DWORD d;
1142 float f;
1143 } tmpvalue;
1144 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1145 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1146 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1149 /* TODO: Merge with primitive type + init_materials()!! */
1150 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1151 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1152 GLenum Parm = 0;
1153 const struct wined3d_stream_info_element *diffuse = &device->strided_streams.elements[WINED3D_FFP_DIFFUSE];
1154 BOOL isDiffuseSupplied;
1156 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1157 * The vertex declaration will call this function if the fixed function pipeline is used.
1160 if(isStateDirty(context, STATE_VDECL)) {
1161 return;
1164 isDiffuseSupplied = diffuse->data || diffuse->buffer_object;
1166 context->num_untracked_materials = 0;
1167 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1168 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1169 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1170 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1171 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1172 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1174 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1175 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1176 Parm = GL_AMBIENT_AND_DIFFUSE;
1177 } else {
1178 Parm = GL_DIFFUSE;
1180 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1181 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1182 context->num_untracked_materials++;
1184 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1185 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1186 context->num_untracked_materials++;
1188 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1189 Parm = GL_AMBIENT;
1190 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1191 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1192 context->num_untracked_materials++;
1194 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1195 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1196 context->num_untracked_materials++;
1198 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1199 Parm = GL_EMISSION;
1200 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1201 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1202 context->num_untracked_materials++;
1204 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1205 Parm = GL_SPECULAR;
1209 /* Nothing changed, return. */
1210 if (Parm == context->tracking_parm) return;
1212 if(!Parm) {
1213 glDisable(GL_COLOR_MATERIAL);
1214 checkGLcall("glDisable GL_COLOR_MATERIAL");
1215 } else {
1216 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1217 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1218 glEnable(GL_COLOR_MATERIAL);
1219 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1222 /* Apparently calls to glMaterialfv are ignored for properties we're
1223 * tracking with glColorMaterial, so apply those here. */
1224 switch (context->tracking_parm) {
1225 case GL_AMBIENT_AND_DIFFUSE:
1226 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1227 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1228 checkGLcall("glMaterialfv");
1229 break;
1231 case GL_DIFFUSE:
1232 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1233 checkGLcall("glMaterialfv");
1234 break;
1236 case GL_AMBIENT:
1237 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1238 checkGLcall("glMaterialfv");
1239 break;
1241 case GL_EMISSION:
1242 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1243 checkGLcall("glMaterialfv");
1244 break;
1246 case GL_SPECULAR:
1247 /* Only change material color if specular is enabled, otherwise it is set to black */
1248 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1249 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1250 checkGLcall("glMaterialfv");
1251 } else {
1252 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1253 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1254 checkGLcall("glMaterialfv");
1256 break;
1259 context->tracking_parm = Parm;
1262 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1263 union {
1264 DWORD d;
1265 WINED3DLINEPATTERN lp;
1266 } tmppattern;
1267 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1269 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1271 if (tmppattern.lp.wRepeatFactor) {
1272 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1273 checkGLcall("glLineStipple(repeat, linepattern)");
1274 glEnable(GL_LINE_STIPPLE);
1275 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1276 } else {
1277 glDisable(GL_LINE_STIPPLE);
1278 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1282 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1283 union {
1284 DWORD d;
1285 float f;
1286 } tmpvalue;
1288 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1289 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1290 TRACE("ZBias value %f\n", tmpvalue.f);
1291 glPolygonOffset(0, -tmpvalue.f);
1292 checkGLcall("glPolygonOffset(0, -Value)");
1293 glEnable(GL_POLYGON_OFFSET_FILL);
1294 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1295 glEnable(GL_POLYGON_OFFSET_LINE);
1296 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1297 glEnable(GL_POLYGON_OFFSET_POINT);
1298 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1299 } else {
1300 glDisable(GL_POLYGON_OFFSET_FILL);
1301 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1302 glDisable(GL_POLYGON_OFFSET_LINE);
1303 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1304 glDisable(GL_POLYGON_OFFSET_POINT);
1305 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1310 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1311 if(isStateDirty(context, STATE_VDECL)) {
1312 return;
1314 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1315 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1316 * by zero and is not properly defined in opengl, so avoid it
1318 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1319 && (stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_NORMAL].data
1320 || stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_NORMAL].buffer_object))
1322 glEnable(GL_NORMALIZE);
1323 checkGLcall("glEnable(GL_NORMALIZE);");
1324 } else {
1325 glDisable(GL_NORMALIZE);
1326 checkGLcall("glDisable(GL_NORMALIZE);");
1330 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1331 union {
1332 DWORD d;
1333 float f;
1334 } tmpvalue;
1336 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1337 if(tmpvalue.f != 1.0) {
1338 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1340 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1341 if(tmpvalue.f != 64.0) {
1342 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1347 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1348 union {
1349 DWORD d;
1350 float f;
1351 } min, max;
1353 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1354 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1356 /* Max point size trumps min point size */
1357 if(min.f > max.f) {
1358 min.f = max.f;
1361 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1362 checkGLcall("glPointParameterfEXT(...)");
1363 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1364 checkGLcall("glPointParameterfEXT(...)");
1367 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1368 union {
1369 DWORD d;
1370 float f;
1371 } min, max;
1373 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1374 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1376 /* Max point size trumps min point size */
1377 if(min.f > max.f) {
1378 min.f = max.f;
1381 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1382 checkGLcall("glPointParameterfARB(...)");
1383 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1384 checkGLcall("glPointParameterfARB(...)");
1387 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1388 /* TODO: Group this with the viewport */
1390 * POINTSCALEENABLE controls how point size value is treated. If set to
1391 * true, the point size is scaled with respect to height of viewport.
1392 * When set to false point size is in pixels.
1395 /* Default values */
1396 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1397 union {
1398 DWORD d;
1399 float f;
1400 } pointSize, A, B, C;
1402 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1403 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1404 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1405 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1407 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1408 GLfloat scaleFactor;
1409 float h = stateblock->viewport.Height;
1411 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1413 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1414 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1415 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1416 * are less than 1.0f. scale_factor = 1.0f / point_size.
1418 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1419 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1420 * is 1.0, but then accepts points below that and draws too small points
1422 pointSize.f = GL_LIMITS(pointsizemin);
1423 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1424 /* gl already scales the input to glPointSize,
1425 * d3d scales the result after the point size scale.
1426 * If the point size is bigger than the max size, use the
1427 * scaling to scale it bigger, and set the gl point size to max
1429 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1430 TRACE("scale: %f\n", scaleFactor);
1431 pointSize.f = GL_LIMITS(pointsize);
1432 } else {
1433 scaleFactor = 1.0f;
1435 scaleFactor = pow(h * scaleFactor, 2);
1437 att[0] = A.f / scaleFactor;
1438 att[1] = B.f / scaleFactor;
1439 att[2] = C.f / scaleFactor;
1442 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1443 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1444 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1446 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1447 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1448 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1449 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1450 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1453 glPointSize(pointSize.f);
1454 checkGLcall("glPointSize(...);");
1457 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1458 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1460 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1461 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1462 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1463 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1464 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1465 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1466 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1467 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1468 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1469 checkGLcall("glColorMask(...)");
1471 /* depends on WINED3DRS_COLORWRITEENABLE. */
1472 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1473 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1474 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1475 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1476 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1477 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1478 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1482 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1483 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1484 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1485 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1486 } else {
1487 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1488 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1492 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1493 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1494 TRACE("Last Pixel Drawing Enabled\n");
1495 } else {
1496 static BOOL warned;
1497 if (!warned) {
1498 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1499 warned = TRUE;
1500 } else {
1501 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1506 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1507 /* TODO: NV_POINT_SPRITE */
1508 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1509 TRACE("Point sprites not supported\n");
1513 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1514 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1515 glEnable(GL_POINT_SPRITE_ARB);
1516 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1517 } else {
1518 glDisable(GL_POINT_SPRITE_ARB);
1519 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1523 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1525 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1526 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1527 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1528 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1530 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1532 TRACE("Stub\n");
1533 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1534 stateblock->renderState[WINED3DRS_WRAP1] ||
1535 stateblock->renderState[WINED3DRS_WRAP2] ||
1536 stateblock->renderState[WINED3DRS_WRAP3] ||
1537 stateblock->renderState[WINED3DRS_WRAP4] ||
1538 stateblock->renderState[WINED3DRS_WRAP5] ||
1539 stateblock->renderState[WINED3DRS_WRAP6] ||
1540 stateblock->renderState[WINED3DRS_WRAP7] ||
1541 stateblock->renderState[WINED3DRS_WRAP8] ||
1542 stateblock->renderState[WINED3DRS_WRAP9] ||
1543 stateblock->renderState[WINED3DRS_WRAP10] ||
1544 stateblock->renderState[WINED3DRS_WRAP11] ||
1545 stateblock->renderState[WINED3DRS_WRAP12] ||
1546 stateblock->renderState[WINED3DRS_WRAP13] ||
1547 stateblock->renderState[WINED3DRS_WRAP14] ||
1548 stateblock->renderState[WINED3DRS_WRAP15] ) {
1549 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1553 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1554 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1555 WARN("Multisample antialiasing not supported by gl\n");
1559 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1560 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1561 glEnable(GL_MULTISAMPLE_ARB);
1562 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1563 } else {
1564 glDisable(GL_MULTISAMPLE_ARB);
1565 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1569 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1570 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1571 glEnable(GL_SCISSOR_TEST);
1572 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1573 } else {
1574 glDisable(GL_SCISSOR_TEST);
1575 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1579 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1580 union {
1581 DWORD d;
1582 float f;
1583 } tmpvalue;
1585 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1586 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1587 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1588 glEnable(GL_POLYGON_OFFSET_FILL);
1589 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1590 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1591 checkGLcall("glPolygonOffset(...)");
1592 } else {
1593 glDisable(GL_POLYGON_OFFSET_FILL);
1594 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1598 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1599 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1600 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1601 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1602 } else {
1603 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1604 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1608 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1609 TRACE("Stub\n");
1610 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1611 FIXME(" Stippled Alpha not supported yet.\n");
1614 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1615 TRACE("Stub\n");
1616 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1617 FIXME(" Antialias not supported yet.\n");
1620 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1621 TRACE("Stub\n");
1622 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1623 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1626 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1627 TRACE("Stub\n");
1628 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1629 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1632 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1633 union {
1634 DWORD d;
1635 float f;
1636 } tmpvalue;
1637 tmpvalue.f = 1.0f;
1639 TRACE("Stub\n");
1640 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1642 static BOOL displayed = FALSE;
1644 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1645 if(!displayed)
1646 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1648 displayed = TRUE;
1652 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1653 TRACE("Stub\n");
1654 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1655 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1658 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1659 TRACE("Stub\n");
1660 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1661 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1664 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1665 TRACE("Stub\n");
1666 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1667 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1670 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1671 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1672 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1676 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1677 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1678 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1682 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1683 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1684 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1688 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1689 if(stateblock->renderState[WINED3DRS_ROP2]) {
1690 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1694 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1695 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1696 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1700 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1701 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1702 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1706 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1707 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1708 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1712 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1713 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1714 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1718 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1719 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1720 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1724 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1725 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1726 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1730 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1731 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1732 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1736 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1737 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1738 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1742 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1743 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1744 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1748 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1749 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1750 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1754 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1755 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1756 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1760 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1761 #if defined (GL_VERSION_1_3)
1762 # define useext(A) A
1763 #elif defined (GL_EXT_texture_env_combine)
1764 # define useext(A) A##_EXT
1765 #elif defined (GL_ARB_texture_env_combine)
1766 # define useext(A) A##_ARB
1767 #endif
1769 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1770 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1771 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1772 * flag specifies the complement of the input should be used. */
1773 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1774 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1776 /* Calculate the operand */
1777 if (complement) {
1778 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1779 else *operand = GL_ONE_MINUS_SRC_COLOR;
1780 } else {
1781 if (from_alpha) *operand = GL_SRC_ALPHA;
1782 else *operand = GL_SRC_COLOR;
1785 /* Calculate the source */
1786 switch (arg & WINED3DTA_SELECTMASK) {
1787 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1788 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1789 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1790 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1791 case WINED3DTA_SPECULAR:
1793 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1794 * 'Secondary color' and isn't supported until base GL supports it
1795 * There is no concept of temp registers as far as I can tell
1797 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1798 *source = GL_TEXTURE;
1799 break;
1800 default:
1801 FIXME("Unrecognized texture arg %#x\n", arg);
1802 *source = GL_TEXTURE;
1803 break;
1807 /* Setup the texture operations texture stage states */
1808 static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1810 GLenum src1, src2, src3;
1811 GLenum opr1, opr2, opr3;
1812 GLenum comb_target;
1813 GLenum src0_target, src1_target, src2_target;
1814 GLenum opr0_target, opr1_target, opr2_target;
1815 GLenum scal_target;
1816 GLenum opr=0, invopr, src3_target, opr3_target;
1817 BOOL Handled = FALSE;
1818 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1819 IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
1821 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1823 /* This is called by a state handler which has the gl lock held and a context for the thread */
1825 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1826 the form (a1 <operation> a2). However, some of the more complex operations
1827 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1828 in a third parameter called a0. Therefore these are operations of the form
1829 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1831 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1832 functions below, expect their syntax to differ slightly to those listed in the
1833 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1834 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1836 if (isAlpha) {
1837 comb_target = useext(GL_COMBINE_ALPHA);
1838 src0_target = useext(GL_SOURCE0_ALPHA);
1839 src1_target = useext(GL_SOURCE1_ALPHA);
1840 src2_target = useext(GL_SOURCE2_ALPHA);
1841 opr0_target = useext(GL_OPERAND0_ALPHA);
1842 opr1_target = useext(GL_OPERAND1_ALPHA);
1843 opr2_target = useext(GL_OPERAND2_ALPHA);
1844 scal_target = GL_ALPHA_SCALE;
1846 else {
1847 comb_target = useext(GL_COMBINE_RGB);
1848 src0_target = useext(GL_SOURCE0_RGB);
1849 src1_target = useext(GL_SOURCE1_RGB);
1850 src2_target = useext(GL_SOURCE2_RGB);
1851 opr0_target = useext(GL_OPERAND0_RGB);
1852 opr1_target = useext(GL_OPERAND1_RGB);
1853 opr2_target = useext(GL_OPERAND2_RGB);
1854 scal_target = useext(GL_RGB_SCALE);
1857 /* If a texture stage references an invalid texture unit the stage just
1858 * passes through the result from the previous stage */
1859 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1860 arg1 = WINED3DTA_CURRENT;
1861 op = WINED3DTOP_SELECTARG1;
1864 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1865 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1866 } else {
1867 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1869 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1870 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1872 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1874 Handled = TRUE; /* Assume will be handled */
1876 /* Other texture operations require special extensions: */
1877 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1878 if (isAlpha) {
1879 opr = GL_SRC_ALPHA;
1880 invopr = GL_ONE_MINUS_SRC_ALPHA;
1881 src3_target = GL_SOURCE3_ALPHA_NV;
1882 opr3_target = GL_OPERAND3_ALPHA_NV;
1883 } else {
1884 opr = GL_SRC_COLOR;
1885 invopr = GL_ONE_MINUS_SRC_COLOR;
1886 src3_target = GL_SOURCE3_RGB_NV;
1887 opr3_target = GL_OPERAND3_RGB_NV;
1889 switch (op) {
1890 case WINED3DTOP_DISABLE: /* Only for alpha */
1891 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1892 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
1893 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
1894 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1895 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
1896 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1897 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1898 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1899 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1900 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1901 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1902 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1903 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1904 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1905 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1906 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1907 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1908 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1909 break;
1910 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
1911 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
1912 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1913 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
1914 if (op == WINED3DTOP_SELECTARG1) {
1915 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1916 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1917 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1918 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1919 } else {
1920 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
1921 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
1922 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
1923 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
1925 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1926 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1927 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1928 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1929 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1930 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1931 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1932 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1933 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1934 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1935 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1936 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1937 break;
1939 case WINED3DTOP_MODULATE:
1940 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1941 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1942 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1943 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1944 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1945 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1946 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
1947 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1948 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
1949 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1950 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1951 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
1952 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1953 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
1954 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1955 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1956 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1957 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
1958 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
1959 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
1960 break;
1961 case WINED3DTOP_MODULATE2X:
1962 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1963 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1964 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1965 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1966 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1967 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1968 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
1969 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1970 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
1971 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1972 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1973 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
1974 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1975 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
1976 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1977 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1978 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1979 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
1980 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
1981 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
1982 break;
1983 case WINED3DTOP_MODULATE4X:
1984 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1985 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1986 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1987 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1988 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1989 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1990 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
1991 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1992 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
1993 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1994 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1995 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
1996 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1997 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
1998 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1999 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2000 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2001 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2002 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2003 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2004 break;
2006 case WINED3DTOP_ADD:
2007 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2008 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2009 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2010 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2011 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2012 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2013 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2014 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2015 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2016 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2017 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2018 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2019 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2020 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2021 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2022 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2023 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2024 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2025 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2026 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2027 break;
2029 case WINED3DTOP_ADDSIGNED:
2030 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2031 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2032 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2033 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2034 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2035 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2036 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2037 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2038 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2039 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2040 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2041 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2042 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2043 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2044 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2045 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2046 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2047 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2048 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2049 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2050 break;
2052 case WINED3DTOP_ADDSIGNED2X:
2053 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2054 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2055 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2056 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2057 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2058 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2059 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2060 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2061 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2062 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2063 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2064 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2065 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2066 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2067 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2068 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2069 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2070 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2071 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2072 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2073 break;
2075 case WINED3DTOP_ADDSMOOTH:
2076 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2077 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2078 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2079 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2080 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2081 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2082 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2083 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2084 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2085 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2086 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2087 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2088 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2089 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2090 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2091 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2092 switch (opr1) {
2093 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2094 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2095 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2096 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2098 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2099 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2100 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2101 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2102 break;
2104 case WINED3DTOP_BLENDDIFFUSEALPHA:
2105 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2106 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2107 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2108 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2109 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2110 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2111 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2112 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2113 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2114 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2115 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2116 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2117 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2118 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2119 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2120 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2121 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2122 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2123 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2124 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2125 break;
2126 case WINED3DTOP_BLENDTEXTUREALPHA:
2127 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2128 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2129 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2130 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2131 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2132 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2133 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2134 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2135 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2136 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2137 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2138 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2139 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2140 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2141 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2142 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2143 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2144 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2145 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2146 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2147 break;
2148 case WINED3DTOP_BLENDFACTORALPHA:
2149 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2150 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2151 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2152 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2153 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2154 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2155 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2156 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2157 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2158 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2159 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2160 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2161 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2162 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2163 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2164 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2165 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2166 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2167 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2168 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2169 break;
2170 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2171 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2172 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2173 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2174 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2175 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2176 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2177 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2178 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2179 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2180 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2181 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2182 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2183 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2184 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2185 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2186 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2187 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2188 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2189 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2190 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2191 break;
2192 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2193 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2194 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2195 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2196 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2197 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2198 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2199 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2200 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2201 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2202 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2203 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2204 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2205 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2206 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2207 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2208 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2209 switch (opr) {
2210 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2211 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2213 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2214 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2215 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2216 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2217 break;
2218 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2219 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2220 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2221 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2222 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2223 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2224 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2225 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2226 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2227 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2228 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2229 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2230 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2231 switch (opr1) {
2232 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2233 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2235 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2236 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2237 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2238 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2239 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2240 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2241 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2242 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2243 break;
2244 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2245 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2246 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2247 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2248 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2249 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2250 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2251 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2252 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2253 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2254 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2255 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2256 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2257 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2258 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2259 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2260 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2261 switch (opr1) {
2262 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2263 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2264 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2265 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2267 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2268 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2269 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2270 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2271 break;
2272 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2273 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2274 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2275 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2276 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2277 switch (opr1) {
2278 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2279 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2280 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2281 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2283 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2284 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2285 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2286 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2287 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2288 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2289 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2290 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2291 switch (opr1) {
2292 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2293 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2295 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2296 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2297 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2298 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2299 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2300 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2301 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2302 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2303 break;
2304 case WINED3DTOP_MULTIPLYADD:
2305 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2306 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2307 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2308 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2309 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2310 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2311 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2312 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2313 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2314 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2315 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2316 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2317 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2318 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2319 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2320 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2321 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2322 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2323 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2324 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2325 break;
2327 case WINED3DTOP_BUMPENVMAP:
2331 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2332 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2334 default:
2335 Handled = FALSE;
2337 if (Handled) {
2338 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2339 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2341 return;
2343 } /* GL_NV_texture_env_combine4 */
2345 Handled = TRUE; /* Again, assume handled */
2346 switch (op) {
2347 case WINED3DTOP_DISABLE: /* Only for alpha */
2348 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2349 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2350 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2351 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2352 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2353 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2354 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2355 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2356 break;
2357 case WINED3DTOP_SELECTARG1:
2358 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2359 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2360 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2361 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2362 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2363 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2364 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2365 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2366 break;
2367 case WINED3DTOP_SELECTARG2:
2368 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2369 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2370 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2371 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2372 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2373 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2374 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2375 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2376 break;
2377 case WINED3DTOP_MODULATE:
2378 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2379 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2380 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2381 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2382 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2383 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2384 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2385 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2386 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2387 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2388 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2389 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2390 break;
2391 case WINED3DTOP_MODULATE2X:
2392 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2393 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2394 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2395 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2396 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2397 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2398 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2399 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2400 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2401 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2402 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2403 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2404 break;
2405 case WINED3DTOP_MODULATE4X:
2406 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2407 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2408 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2409 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2410 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2411 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2412 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2413 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2414 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2415 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2416 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2417 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2418 break;
2419 case WINED3DTOP_ADD:
2420 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2421 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2422 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2423 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2424 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2425 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2426 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2427 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2428 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2429 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2430 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2431 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2432 break;
2433 case WINED3DTOP_ADDSIGNED:
2434 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2435 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2436 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2437 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2438 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2439 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2440 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2441 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2442 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2443 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2444 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2445 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2446 break;
2447 case WINED3DTOP_ADDSIGNED2X:
2448 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2449 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2450 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2451 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2452 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2453 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2454 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2455 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2456 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2457 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2458 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2459 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2460 break;
2461 case WINED3DTOP_SUBTRACT:
2462 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
2463 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2464 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2465 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2466 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2467 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2468 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2469 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2470 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2471 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2472 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2473 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2474 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2475 } else {
2476 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2478 break;
2480 case WINED3DTOP_BLENDDIFFUSEALPHA:
2481 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2482 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2483 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2484 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2485 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2486 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2487 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2488 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2489 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2490 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2491 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2492 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2493 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2494 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2495 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2496 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2497 break;
2498 case WINED3DTOP_BLENDTEXTUREALPHA:
2499 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2500 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2501 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2502 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2503 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2504 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2505 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2506 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2507 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2508 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2509 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2510 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2511 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2512 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2513 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2514 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2515 break;
2516 case WINED3DTOP_BLENDFACTORALPHA:
2517 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2518 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2519 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2520 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2521 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2522 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2523 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2524 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2525 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2526 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2527 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2528 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2529 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2530 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2531 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2532 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2533 break;
2534 case WINED3DTOP_BLENDCURRENTALPHA:
2535 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2536 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
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, src2_target, useext(GL_PREVIOUS));
2546 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2547 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2548 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2549 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2550 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2551 break;
2552 case WINED3DTOP_DOTPRODUCT3:
2553 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
2554 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2555 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2556 } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
2557 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2558 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2559 } else {
2560 FIXME("This version of opengl does not support GL_DOT3\n");
2562 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2563 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2564 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2565 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2566 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2567 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2568 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2569 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2570 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2571 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2572 break;
2573 case WINED3DTOP_LERP:
2574 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2575 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2576 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2577 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2578 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2579 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2580 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2581 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2582 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2583 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2584 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2585 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2586 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2587 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2588 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2589 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2590 break;
2591 case WINED3DTOP_ADDSMOOTH:
2592 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2593 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2594 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2595 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2596 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2597 switch (opr1) {
2598 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2599 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2600 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2601 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2603 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2604 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2605 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2606 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2607 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2608 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2609 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2610 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2611 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2612 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2613 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2614 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2615 } else
2616 Handled = FALSE;
2617 break;
2618 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2619 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2620 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2621 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2622 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2623 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2624 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2625 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2626 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2627 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2628 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2629 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2630 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2631 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2632 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2633 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2634 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2635 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2636 } else
2637 Handled = FALSE;
2638 break;
2639 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2640 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2641 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2642 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2643 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2644 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2645 switch (opr1) {
2646 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2647 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2648 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2649 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2651 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2652 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2653 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2654 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2655 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2656 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2657 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2658 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2659 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2660 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2661 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2662 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2663 } else
2664 Handled = FALSE;
2665 break;
2666 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2667 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2668 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2669 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2670 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2671 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2672 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2673 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2674 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2675 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2676 switch (opr1) {
2677 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2678 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2679 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2680 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2682 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2683 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2684 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2685 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2686 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2687 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2688 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2689 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2690 } else
2691 Handled = FALSE;
2692 break;
2693 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2694 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2695 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2696 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2697 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2698 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2699 switch (opr1) {
2700 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2701 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2702 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2703 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2705 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2706 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2707 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2708 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2709 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2710 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2711 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2712 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2713 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2714 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2715 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2716 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2717 } else
2718 Handled = FALSE;
2719 break;
2720 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2721 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2722 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2723 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2724 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2725 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2726 switch (opr1) {
2727 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2728 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2729 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2730 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2732 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2733 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2734 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2735 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2736 switch (opr1) {
2737 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2738 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2739 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2740 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2742 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2743 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
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_MULTIPLYADD:
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, src3);
2762 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2763 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2764 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2765 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2766 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2767 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2768 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2769 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2770 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2771 } else
2772 Handled = FALSE;
2773 break;
2774 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2775 case WINED3DTOP_BUMPENVMAP:
2776 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2777 /* Technically texture shader support without register combiners is possible, but not expected to occur
2778 * on real world cards, so for now a fixme should be enough
2780 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2782 default:
2783 Handled = FALSE;
2786 if (Handled) {
2787 BOOL combineOK = TRUE;
2788 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2789 DWORD op2;
2791 if (isAlpha) {
2792 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2793 } else {
2794 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2797 /* Note: If COMBINE4 in effect can't go back to combine! */
2798 switch (op2) {
2799 case WINED3DTOP_ADDSMOOTH:
2800 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2801 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2802 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2803 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2804 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2805 case WINED3DTOP_MULTIPLYADD:
2806 /* Ignore those implemented in both cases */
2807 switch (op) {
2808 case WINED3DTOP_SELECTARG1:
2809 case WINED3DTOP_SELECTARG2:
2810 combineOK = FALSE;
2811 Handled = FALSE;
2812 break;
2813 default:
2814 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2815 return;
2820 if (combineOK) {
2821 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2822 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2824 return;
2828 /* After all the extensions, if still unhandled, report fixme */
2829 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2833 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2834 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2835 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2836 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2838 TRACE("Setting color op for stage %d\n", stage);
2840 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2841 if (use_ps(stateblock)) return;
2843 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2845 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2847 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2848 FIXME("Attempt to enable unsupported stage!\n");
2849 return;
2851 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2852 checkGLcall("glActiveTextureARB");
2855 if(stage >= stateblock->lowest_disabled_stage) {
2856 TRACE("Stage disabled\n");
2857 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2859 /* Disable everything here */
2860 glDisable(GL_TEXTURE_2D);
2861 checkGLcall("glDisable(GL_TEXTURE_2D)");
2862 glDisable(GL_TEXTURE_3D);
2863 checkGLcall("glDisable(GL_TEXTURE_3D)");
2864 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2865 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2866 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2868 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2869 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2870 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2873 /* All done */
2874 return;
2877 /* The sampler will also activate the correct texture dimensions, so no need to do it here
2878 * if the sampler for this stage is dirty
2880 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
2881 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
2884 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2885 stateblock->textureState[stage][WINED3DTSS_COLOROP],
2886 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2887 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2888 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2891 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2892 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2893 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2894 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2895 DWORD op, arg1, arg2, arg0;
2897 TRACE("Setting alpha op for stage %d\n", stage);
2898 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2899 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2901 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2902 FIXME("Attempt to enable unsupported stage!\n");
2903 return;
2905 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2906 checkGLcall("glActiveTextureARB");
2909 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
2910 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
2911 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
2912 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
2914 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
2916 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
2918 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2920 IWineD3DSurfaceImpl *surf;
2922 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2924 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
2926 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
2927 * properly. On the other hand applications can still use texture combiners apparently. This code
2928 * takes care that apps cannot remove the texture's alpha channel entirely.
2930 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
2931 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
2932 * and alpha component of diffuse color to draw things like translucent text and perform other
2933 * blending effects.
2935 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
2936 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
2937 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
2938 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
2939 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
2940 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
2941 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
2942 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
2943 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
2944 * alpha.
2946 * What to do with multitexturing? So far no app has been found that uses color keying with
2947 * multitexturing */
2948 if (op == WINED3DTOP_DISABLE)
2950 arg1 = WINED3DTA_TEXTURE;
2951 op = WINED3DTOP_SELECTARG1;
2953 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
2955 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2957 arg2 = WINED3DTA_TEXTURE;
2958 op = WINED3DTOP_MODULATE;
2960 else arg1 = WINED3DTA_TEXTURE;
2962 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
2964 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2966 arg1 = WINED3DTA_TEXTURE;
2967 op = WINED3DTOP_MODULATE;
2969 else arg2 = WINED3DTA_TEXTURE;
2975 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
2976 * this if block here, and the other code(color keying, texture unit selection) are the same
2978 TRACE("Setting alpha op for stage %d\n", stage);
2979 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2980 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2981 op, arg1, arg2, arg0,
2982 mapped_stage,
2983 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
2984 } else {
2985 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2986 op, arg1, arg2, arg0);
2990 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2991 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2992 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
2993 BOOL generated;
2994 int coordIdx;
2996 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
2997 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
2999 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3000 return;
3003 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3005 if(mapped_stage >= GL_LIMITS(textures)) {
3006 return;
3008 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3009 checkGLcall("glActiveTextureARB");
3010 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3011 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3013 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3014 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3015 stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].stride
3016 ? stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].d3d_format
3017 : WINED3DFMT_UNKNOWN,
3018 stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3020 /* The sampler applying function calls us if this changes */
3021 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3023 if(generated) {
3024 FIXME("Non-power2 texture being used with generated texture coords\n");
3026 TRACE("Non power two matrix multiply fixup\n");
3027 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3031 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
3032 unsigned int texture_idx;
3034 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3035 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3036 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3040 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const struct wined3d_stream_info *si, GLuint *curVBO)
3042 const UINT *offset = stateblock->streamOffset;
3043 unsigned int mapped_stage = 0;
3044 unsigned int textureNo = 0;
3046 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3047 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3048 const struct wined3d_stream_info_element *e;
3050 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3051 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3053 e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3054 if (coordIdx < MAX_TEXTURES && (e->data || e->buffer_object))
3056 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3057 textureNo, mapped_stage, coordIdx, e->data);
3059 if (*curVBO != e->buffer_object)
3061 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3062 checkGLcall("glBindBufferARB");
3063 *curVBO = e->buffer_object;
3066 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3067 checkGLcall("glClientActiveTextureARB");
3069 /* The coords to supply depend completely on the fvf / vertex shader */
3070 glTexCoordPointer(e->format, e->type, e->stride,
3071 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3072 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3073 } else {
3074 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3077 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3078 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3079 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3080 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3084 checkGLcall("loadTexCoords");
3087 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3088 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3089 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3090 static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3091 static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3092 static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3093 static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3095 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3097 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3098 return;
3101 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3102 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3103 return;
3105 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3106 checkGLcall("glActiveTextureARB");
3108 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3110 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3111 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3112 * means use the vertex position (camera-space) as the input texture coordinates
3113 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3114 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3115 * to the TEXCOORDINDEX value
3117 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3119 case WINED3DTSS_TCI_PASSTHRU:
3120 /* Use the specified texture coordinates contained within the
3121 * vertex format. This value resolves to zero. */
3122 glDisable(GL_TEXTURE_GEN_S);
3123 glDisable(GL_TEXTURE_GEN_T);
3124 glDisable(GL_TEXTURE_GEN_R);
3125 glDisable(GL_TEXTURE_GEN_Q);
3126 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3127 break;
3129 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3130 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3131 * as the input texture coordinates for this stage's texture transformation. This
3132 * equates roughly to EYE_LINEAR */
3134 glMatrixMode(GL_MODELVIEW);
3135 glPushMatrix();
3136 glLoadIdentity();
3137 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3138 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3139 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3140 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3141 glPopMatrix();
3142 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3144 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3145 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3146 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3147 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3149 glEnable(GL_TEXTURE_GEN_S);
3150 glEnable(GL_TEXTURE_GEN_T);
3151 glEnable(GL_TEXTURE_GEN_R);
3152 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3154 break;
3156 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3157 /* Note that NV_TEXGEN_REFLECTION support is implied when
3158 * ARB_TEXTURE_CUBE_MAP is supported */
3159 if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
3161 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3162 break;
3165 glMatrixMode(GL_MODELVIEW);
3166 glPushMatrix();
3167 glLoadIdentity();
3168 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3169 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3170 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3171 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3172 glPopMatrix();
3173 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3175 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3176 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3177 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3178 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3180 glEnable(GL_TEXTURE_GEN_S);
3181 glEnable(GL_TEXTURE_GEN_T);
3182 glEnable(GL_TEXTURE_GEN_R);
3183 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3185 break;
3187 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3188 /* Note that NV_TEXGEN_REFLECTION support is implied when
3189 * ARB_TEXTURE_CUBE_MAP is supported */
3190 if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
3192 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3193 break;
3196 glMatrixMode(GL_MODELVIEW);
3197 glPushMatrix();
3198 glLoadIdentity();
3199 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3200 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3201 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3202 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3203 glPopMatrix();
3204 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3206 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3207 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3208 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3209 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3211 glEnable(GL_TEXTURE_GEN_S);
3212 glEnable(GL_TEXTURE_GEN_T);
3213 glEnable(GL_TEXTURE_GEN_R);
3214 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3216 break;
3218 case WINED3DTSS_TCI_SPHEREMAP:
3219 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3220 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3221 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3223 glEnable(GL_TEXTURE_GEN_S);
3224 glEnable(GL_TEXTURE_GEN_T);
3225 glDisable(GL_TEXTURE_GEN_R);
3226 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3228 break;
3230 default:
3231 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3232 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3233 glDisable(GL_TEXTURE_GEN_S);
3234 glDisable(GL_TEXTURE_GEN_T);
3235 glDisable(GL_TEXTURE_GEN_R);
3236 glDisable(GL_TEXTURE_GEN_Q);
3237 checkGLcall("Disable texgen.");
3239 break;
3242 /* Update the texture matrix */
3243 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3244 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3247 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3248 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3249 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3250 * and do all the things linked to it
3251 * TODO: Tidy that up to reload only the arrays of the changed unit
3253 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
3255 unloadTexCoords(stateblock);
3256 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3260 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3261 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3263 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3264 * has an update pending
3266 if(isStateDirty(context, STATE_VDECL) ||
3267 isStateDirty(context, STATE_PIXELSHADER)) {
3268 return;
3271 device->shader_backend->shader_load_constants((IWineD3DDevice *)device, use_ps(stateblock), use_vs(stateblock));
3274 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3275 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3277 if(stateblock->pixelShader && stage != 0 &&
3278 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3279 /* The pixel shader has to know the luminance scale. Do a constants update if it
3280 * isn't scheduled anyway
3282 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3283 !isStateDirty(context, STATE_PIXELSHADER)) {
3284 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3289 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3290 BOOL texIsPow2 = FALSE;
3291 DWORD sampler = state - STATE_SAMPLER(0);
3292 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3294 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3296 if(!texture) return;
3297 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3298 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
3299 * scaling is reapplied or removed, the texture matrix has to be reapplied
3301 * The mapped stage is already active because the sampler() function below, which is part of the
3302 * misc pipeline
3304 if(sampler < MAX_TEXTURES) {
3305 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(texture);
3307 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3309 if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
3310 ((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
3311 texIsPow2 = TRUE;
3314 else if (texture_dimensions == GL_TEXTURE_CUBE_MAP_ARB)
3316 if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
3317 texIsPow2 = TRUE;
3321 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3323 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3324 else context->lastWasPow2Texture &= ~(1 << sampler);
3325 transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3330 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3331 DWORD sampler = state - STATE_SAMPLER(0);
3332 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3333 union {
3334 float f;
3335 DWORD d;
3336 } tmpvalue;
3338 TRACE("Sampler: %d\n", sampler);
3339 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3340 * only has to bind textures and set the per texture states
3343 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3345 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3346 return;
3349 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3350 return;
3352 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3353 checkGLcall("glActiveTextureARB");
3355 if(stateblock->textures[sampler]) {
3356 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3357 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3358 tex_impl->baseTexture.internal_preload(stateblock->textures[sampler], srgb ? SRGB_SRGB : SRGB_RGB);
3359 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3360 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3362 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3363 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3364 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3365 GL_TEXTURE_LOD_BIAS_EXT,
3366 tmpvalue.f);
3367 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3370 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3372 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3373 /* If color keying is enabled update the alpha test, it depends on the existence
3374 * of a color key in stage 0
3376 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3379 } else if(mapped_stage < GL_LIMITS(textures)) {
3380 if(sampler < stateblock->lowest_disabled_stage) {
3381 /* TODO: What should I do with pixel shaders here ??? */
3382 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3383 /* If color keying is enabled update the alpha test, it depends on the existence
3384 * of a color key in stage 0
3386 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3388 } /* Otherwise tex_colorop disables the stage */
3389 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3390 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3394 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3395 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3396 BOOL use_pshader = use_ps(stateblock);
3397 BOOL use_vshader = use_vs(stateblock);
3398 int i;
3400 if (use_pshader) {
3401 if(!context->last_was_pshader) {
3402 /* Former draw without a pixel shader, some samplers
3403 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3404 * make sure to enable them
3406 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3407 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3408 sampler(STATE_SAMPLER(i), stateblock, context);
3411 context->last_was_pshader = TRUE;
3412 } else {
3413 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3414 * if a different texture was bound. I don't have to do anything.
3417 } else {
3418 /* Disabled the pixel shader - color ops weren't applied
3419 * while it was enabled, so re-apply them.
3421 for(i=0; i < MAX_TEXTURES; i++) {
3422 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3423 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3424 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3427 context->last_was_pshader = FALSE;
3430 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3431 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3433 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3434 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3439 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3440 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3441 if(stateblock->pixelShader && stage != 0 &&
3442 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3443 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3444 * anyway
3446 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3447 !isStateDirty(context, STATE_PIXELSHADER)) {
3448 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3453 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3454 /* This function is called by transform_view below if the view matrix was changed too
3456 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3457 * does not always update the world matrix, only on a switch between transformed
3458 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3459 * draw, but that should be rather rare and cheaper in total.
3461 glMatrixMode(GL_MODELVIEW);
3462 checkGLcall("glMatrixMode");
3464 if(context->last_was_rhw) {
3465 glLoadIdentity();
3466 checkGLcall("glLoadIdentity()");
3467 } else {
3468 /* In the general case, the view matrix is the identity matrix */
3469 if (stateblock->wineD3DDevice->view_ident) {
3470 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3471 checkGLcall("glLoadMatrixf");
3472 } else {
3473 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3474 checkGLcall("glLoadMatrixf");
3475 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3476 checkGLcall("glMultMatrixf");
3481 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3482 UINT index = state - STATE_CLIPPLANE(0);
3484 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3485 return;
3488 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3489 glMatrixMode(GL_MODELVIEW);
3490 glPushMatrix();
3491 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3493 TRACE("Clipplane [%f,%f,%f,%f]\n",
3494 stateblock->clipplane[index][0],
3495 stateblock->clipplane[index][1],
3496 stateblock->clipplane[index][2],
3497 stateblock->clipplane[index][3]);
3498 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3499 checkGLcall("glClipPlane");
3501 glPopMatrix();
3504 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3505 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3506 GLenum glMat;
3507 TRACE("Setting world matrix %d\n", matrix);
3509 if(matrix >= GL_LIMITS(blends)) {
3510 WARN("Unsupported blend matrix set\n");
3511 return;
3512 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3513 return;
3516 /* GL_MODELVIEW0_ARB: 0x1700
3517 * GL_MODELVIEW1_ARB: 0x850a
3518 * GL_MODELVIEW2_ARB: 0x8722
3519 * GL_MODELVIEW3_ARB: 0x8723
3520 * etc
3521 * GL_MODELVIEW31_ARB: 0x873F
3523 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3524 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3526 glMatrixMode(glMat);
3527 checkGLcall("glMatrixMode(glMat)");
3529 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3530 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3532 if(stateblock->wineD3DDevice->view_ident) {
3533 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3534 checkGLcall("glLoadMatrixf");
3535 } else {
3536 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3537 checkGLcall("glLoadMatrixf");
3538 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3539 checkGLcall("glMultMatrixf");
3543 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3544 static BOOL once = FALSE;
3546 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3547 case WINED3DVBF_1WEIGHTS:
3548 case WINED3DVBF_2WEIGHTS:
3549 case WINED3DVBF_3WEIGHTS:
3550 if(!once) {
3551 once = TRUE;
3552 /* TODO: Implement vertex blending in drawStridedSlow */
3553 FIXME("Vertex blending enabled, but not supported by hardware\n");
3555 break;
3557 case WINED3DVBF_TWEENING:
3558 WARN("Tweening not supported yet\n");
3562 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3563 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3565 switch(val) {
3566 case WINED3DVBF_1WEIGHTS:
3567 case WINED3DVBF_2WEIGHTS:
3568 case WINED3DVBF_3WEIGHTS:
3569 glEnable(GL_VERTEX_BLEND_ARB);
3570 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3572 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3573 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3575 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3577 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3578 unsigned int i;
3579 for(i = 1; i < GL_LIMITS(blends); i++) {
3580 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3581 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3584 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3586 break;
3588 case WINED3DVBF_DISABLE:
3589 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3590 glDisable(GL_VERTEX_BLEND_ARB);
3591 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3592 break;
3594 case WINED3DVBF_TWEENING:
3595 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3596 * vertex weights in the vertices?
3597 * For now we don't report that as supported, so a warn should suffice
3599 WARN("Tweening not supported yet\n");
3600 break;
3604 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3605 unsigned int k;
3607 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3608 * NOTE: We have to reset the positions even if the light/plane is not currently
3609 * enabled, since the call to enable it will not reset the position.
3610 * NOTE2: Apparently texture transforms do NOT need reapplying
3613 const PLIGHTINFOEL *light = NULL;
3615 glMatrixMode(GL_MODELVIEW);
3616 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3617 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3618 checkGLcall("glLoadMatrixf(...)");
3620 /* Reset lights. TODO: Call light apply func */
3621 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3622 light = stateblock->activeLights[k];
3623 if(!light) continue;
3624 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3625 checkGLcall("glLightfv posn");
3626 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3627 checkGLcall("glLightfv dirn");
3630 /* Reset Clipping Planes */
3631 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3632 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3633 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3637 if(context->last_was_rhw) {
3638 glLoadIdentity();
3639 checkGLcall("glLoadIdentity()");
3640 /* No need to update the world matrix, the identity is fine */
3641 return;
3644 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3645 * No need to do it here if the state is scheduled for update.
3647 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3648 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3651 /* Avoid looping over a number of matrices if the app never used the functionality */
3652 if(stateblock->wineD3DDevice->vertexBlendUsed) {
3653 for(k = 1; k < GL_LIMITS(blends); k++) {
3654 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3655 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3661 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3662 glMatrixMode(GL_PROJECTION);
3663 checkGLcall("glMatrixMode(GL_PROJECTION)");
3664 glLoadIdentity();
3665 checkGLcall("glLoadIdentity");
3667 if(context->last_was_rhw) {
3668 double X, Y, height, width, minZ, maxZ;
3670 X = stateblock->viewport.X;
3671 Y = stateblock->viewport.Y;
3672 height = stateblock->viewport.Height;
3673 width = stateblock->viewport.Width;
3674 minZ = stateblock->viewport.MinZ;
3675 maxZ = stateblock->viewport.MaxZ;
3677 if(!stateblock->wineD3DDevice->untransformed) {
3678 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3679 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3680 * suppress depth clipping. This can be done because it is an orthogonal projection and
3681 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3682 * Persia 3D need this.
3684 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3685 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3686 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3687 * to the viewer.
3689 * Also note that this breaks z comparison against z values filled in with clear,
3690 * but no app depending on that and disabled clipping has been found yet. Comparing
3691 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3692 * surface removal.
3694 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3695 * but this would break Z buffer operation. Raising the range to something less than
3696 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3697 * problem either.
3699 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3700 if(stateblock->wineD3DDevice->render_offscreen) {
3701 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3702 } else {
3703 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3705 } else {
3706 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3707 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3708 * unmodified to opengl.
3710 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3711 * replacement shader.
3713 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3714 if(stateblock->wineD3DDevice->render_offscreen) {
3715 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3716 } else {
3717 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3720 checkGLcall("glOrtho");
3722 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3723 glTranslatef(0.5, 0.5, 0);
3724 checkGLcall("glTranslatef(0.5, 0.5, 0)");
3725 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3726 * render everything upside down when rendering offscreen. */
3727 if (stateblock->wineD3DDevice->render_offscreen) {
3728 glScalef(1.0, -1.0, 1.0);
3729 checkGLcall("glScalef");
3731 } else {
3732 /* The rule is that the window coordinate 0 does not correspond to the
3733 beginning of the first pixel, but the center of the first pixel.
3734 As a consequence if you want to correctly draw one line exactly from
3735 the left to the right end of the viewport (with all matrices set to
3736 be identity), the x coords of both ends of the line would be not
3737 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3738 instead.
3740 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3741 divide by the Width/Height, so we need the half range(1.0) to translate by
3742 half a pixel.
3744 The other fun is that d3d's output z range after the transformation is [0;1],
3745 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3746 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3747 of Z buffer precision and the clear values do not match in the z test. Thus scale
3748 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3752 * Careful with the order of operations here, we're essentially working backwards:
3753 * x = x + 1/w;
3754 * y = (y - 1/h) * flip;
3755 * z = z * 2 - 1;
3757 * Becomes:
3758 * glTranslatef(0.0, 0.0, -1.0);
3759 * glScalef(1.0, 1.0, 2.0);
3761 * glScalef(1.0, flip, 1.0);
3762 * glTranslatef(1/w, -1/h, 0.0);
3764 * This is equivalent to:
3765 * glTranslatef(1/w, -flip/h, -1.0)
3766 * glScalef(1.0, flip, 2.0);
3769 if (stateblock->wineD3DDevice->render_offscreen) {
3770 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3771 * render everything upside down when rendering offscreen. */
3772 glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
3773 checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
3774 glScalef(1.0, -1.0, 2.0);
3775 } else {
3776 glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
3777 checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
3778 glScalef(1.0, 1.0, 2.0);
3780 checkGLcall("glScalef");
3782 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3783 checkGLcall("glLoadMatrixf");
3787 /* This should match any arrays loaded in loadVertexData.
3788 * stateblock impl is required for GL_SUPPORT
3789 * TODO: Only load / unload arrays if we have to.
3791 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
3792 glDisableClientState(GL_VERTEX_ARRAY);
3793 glDisableClientState(GL_NORMAL_ARRAY);
3794 glDisableClientState(GL_COLOR_ARRAY);
3795 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3796 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3798 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3799 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3801 unloadTexCoords(stateblock);
3804 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context, int i)
3806 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3807 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3808 /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
3809 * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
3810 * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
3811 * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
3812 * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
3814 GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
3815 checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
3817 context->numbered_array_mask &= ~(1 << i);
3820 /* This should match any arrays loaded in loadNumberedArrays
3821 * TODO: Only load / unload arrays if we have to.
3823 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context)
3825 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3826 GLint maxAttribs = 16;
3827 int i;
3829 /* Leave all the attribs disabled */
3830 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3831 /* MESA does not support it right not */
3832 if (glGetError() != GL_NO_ERROR)
3833 maxAttribs = 16;
3834 for (i = 0; i < maxAttribs; ++i) {
3835 unload_numbered_array(stateblock, context, i);
3839 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
3840 const struct wined3d_stream_info *stream_info, WineD3DContext *context)
3842 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
3843 int i;
3844 const UINT *offset = stateblock->streamOffset;
3845 struct wined3d_buffer *vb;
3846 DWORD_PTR shift_index;
3848 /* Default to no instancing */
3849 stateblock->wineD3DDevice->instancedDraw = FALSE;
3851 for (i = 0; i < MAX_ATTRIBS; i++) {
3852 if (!(stream_info->use_map & (1 << i)))
3854 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3855 continue;
3858 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3859 if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
3861 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3862 stateblock->wineD3DDevice->instancedDraw = TRUE;
3863 continue;
3866 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
3868 if (stream_info->elements[i].stride)
3870 if (curVBO != stream_info->elements[i].buffer_object)
3872 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
3873 checkGLcall("glBindBufferARB");
3874 curVBO = stream_info->elements[i].buffer_object;
3876 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
3877 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3878 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3879 * vbo we won't be load converted attributes anyway
3881 if (curVBO && vb->conversion_shift)
3883 TRACE("Loading attribute from shifted buffer\n");
3884 TRACE("Attrib %d has original stride %d, new stride %d\n",
3885 i, stream_info->elements[i].stride, vb->conversion_stride);
3886 TRACE("Original offset %p, additional offset 0x%08x\n",
3887 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
3888 TRACE("Opengl type %#x\n", stream_info->elements[i].type);
3889 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
3890 shift_index = shift_index % stream_info->elements[i].stride;
3891 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format,
3892 stream_info->elements[i].type, stream_info->elements[i].normalized,
3893 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
3894 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
3895 + offset[stream_info->elements[i].stream_idx]));
3897 } else {
3898 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format,
3899 stream_info->elements[i].type, stream_info->elements[i].normalized,
3900 stream_info->elements[i].stride, stream_info->elements[i].data
3901 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
3902 + offset[stream_info->elements[i].stream_idx]));
3905 if (!(context->numbered_array_mask & (1 << i)))
3907 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
3908 context->numbered_array_mask |= (1 << i);
3910 } else {
3911 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
3912 * set up the attribute statically. But we have to figure out the system memory address.
3914 const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
3915 if (stream_info->elements[i].buffer_object)
3917 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
3918 ptr += (long) vb->resource.allocatedMemory;
3921 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3923 switch(stream_info->elements[i].d3d_format)
3925 case WINED3DFMT_R32_FLOAT:
3926 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
3927 break;
3928 case WINED3DFMT_R32G32_FLOAT:
3929 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
3930 break;
3931 case WINED3DFMT_R32G32B32_FLOAT:
3932 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
3933 break;
3934 case WINED3DFMT_R32G32B32A32_FLOAT:
3935 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
3936 break;
3938 case WINED3DFMT_R8G8B8A8_UINT:
3939 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3940 break;
3941 case WINED3DFMT_A8R8G8B8:
3942 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
3944 const DWORD *src = (const DWORD *)ptr;
3945 DWORD c = *src & 0xff00ff00;
3946 c |= (*src & 0xff0000) >> 16;
3947 c |= (*src & 0xff) << 16;
3948 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
3949 break;
3951 /* else fallthrough */
3952 case WINED3DFMT_R8G8B8A8_UNORM:
3953 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3954 break;
3956 case WINED3DFMT_R16G16_SINT:
3957 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
3958 break;
3959 case WINED3DFMT_R16G16B16A16_SINT:
3960 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
3961 break;
3963 case WINED3DFMT_R16G16_SNORM:
3965 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
3966 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
3967 break;
3969 case WINED3DFMT_R16G16_UNORM:
3971 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
3972 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
3973 break;
3975 case WINED3DFMT_R16G16B16A16_SNORM:
3976 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
3977 break;
3978 case WINED3DFMT_R16G16B16A16_UNORM:
3979 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
3980 break;
3982 case WINED3DFMT_R10G10B10A2_UINT:
3983 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
3984 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
3985 break;
3986 case WINED3DFMT_R10G10B10A2_SNORM:
3987 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
3988 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
3989 break;
3991 case WINED3DFMT_R16G16_FLOAT:
3992 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
3993 * byte float according to the IEEE standard
3995 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
3996 break;
3997 case WINED3DFMT_R16G16B16A16_FLOAT:
3998 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
3999 break;
4001 default:
4002 ERR("Unexpected declaration in stride 0 attributes\n");
4003 break;
4008 checkGLcall("Loading numbered arrays");
4011 /* Used from 2 different functions, and too big to justify making it inlined */
4012 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const struct wined3d_stream_info *si)
4014 const UINT *offset = stateblock->streamOffset;
4015 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
4016 const struct wined3d_stream_info_element *e;
4018 TRACE("Using fast vertex array code\n");
4020 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4021 stateblock->wineD3DDevice->instancedDraw = FALSE;
4023 /* Blend Data ---------------------------------------------- */
4024 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4025 if (e->data || e->buffer_object
4026 || si->elements[WINED3D_FFP_BLENDINDICES].data
4027 || si->elements[WINED3D_FFP_BLENDINDICES].buffer_object)
4029 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4030 TRACE("Blend %d %p %d\n", e->size,
4031 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4033 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4034 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4036 GL_EXTCALL(glVertexBlendARB(e->size + 1));
4038 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4039 WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) ,
4040 sd->u.s.blendWeights.dwStride,
4041 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4043 if (curVBO != e->buffer_object)
4045 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4046 checkGLcall("glBindBufferARB");
4047 curVBO = e->buffer_object;
4050 GL_EXTCALL(glWeightPointerARB)(e->format, e->type, e->stride,
4051 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4053 checkGLcall("glWeightPointerARB");
4055 if (si->elements[WINED3D_FFP_BLENDINDICES].data
4056 || (si->elements[WINED3D_FFP_BLENDINDICES].buffer_object))
4058 static BOOL warned;
4059 if (!warned)
4061 FIXME("blendMatrixIndices support\n");
4062 warned = TRUE;
4065 } else {
4066 /* TODO: support blends in drawStridedSlow
4067 * No need to write a FIXME here, this is done after the general vertex decl decoding
4069 WARN("unsupported blending in openGl\n");
4071 } else {
4072 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4073 static const GLbyte one = 1;
4074 GL_EXTCALL(glWeightbvARB(1, &one));
4075 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4079 /* Point Size ----------------------------------------------*/
4080 e = &si->elements[WINED3D_FFP_PSIZE];
4081 if (e->data || e->buffer_object)
4083 /* no such functionality in the fixed function GL pipeline */
4084 TRACE("Cannot change ptSize here in openGl\n");
4085 /* TODO: Implement this function in using shaders if they are available */
4088 /* Vertex Pointers -----------------------------------------*/
4089 e = &si->elements[WINED3D_FFP_POSITION];
4090 if (e->data || e->buffer_object)
4092 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n", e->stride, e->size, e->data));
4094 if (curVBO != e->buffer_object)
4096 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4097 checkGLcall("glBindBufferARB");
4098 curVBO = e->buffer_object;
4101 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4102 handling for rhw mode should not impact screen position whereas in GL it does.
4103 This may result in very slightly distorted textures in rhw mode.
4104 There's always the other option of fixing the view matrix to
4105 prevent w from having any effect.
4107 This only applies to user pointer sources, in VBOs the vertices are fixed up
4109 if (!e->buffer_object)
4111 glVertexPointer(3 /* min(e->format, 3) */, e->type, e->stride,
4112 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4113 } else {
4114 glVertexPointer(e->format, e->type, e->stride,
4115 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4117 checkGLcall("glVertexPointer(...)");
4118 glEnableClientState(GL_VERTEX_ARRAY);
4119 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4122 /* Normals -------------------------------------------------*/
4123 e = &si->elements[WINED3D_FFP_NORMAL];
4124 if (e->data || e->buffer_object)
4126 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n", e->stride, e->data));
4127 if (curVBO != e->buffer_object)
4129 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4130 checkGLcall("glBindBufferARB");
4131 curVBO = e->buffer_object;
4133 glNormalPointer(e->type, e->stride,
4134 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4135 checkGLcall("glNormalPointer(...)");
4136 glEnableClientState(GL_NORMAL_ARRAY);
4137 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4139 } else {
4140 glNormal3f(0, 0, 0);
4141 checkGLcall("glNormal3f(0, 0, 0)");
4144 /* Diffuse Colour --------------------------------------------*/
4145 /* WARNING: Data here MUST be in RGBA format, so cannot */
4146 /* go directly into fast mode from app pgm, because */
4147 /* directx requires data in BGRA format. */
4148 /* currently fixupVertices swizzles the format, but this isn't*/
4149 /* very practical when using VBOs */
4150 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4151 /* , or the user doesn't care and wants the speed advantage */
4153 e = &si->elements[WINED3D_FFP_DIFFUSE];
4154 if (e->data || e->buffer_object)
4156 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4158 if (curVBO != e->buffer_object)
4160 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4161 checkGLcall("glBindBufferARB");
4162 curVBO = e->buffer_object;
4165 glColorPointer(e->format, e->type, e->stride,
4166 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4167 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4168 glEnableClientState(GL_COLOR_ARRAY);
4169 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4171 } else {
4172 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4173 checkGLcall("glColor4f(1, 1, 1, 1)");
4176 /* Specular Colour ------------------------------------------*/
4177 e = &si->elements[WINED3D_FFP_SPECULAR];
4178 if (e->data || e->buffer_object)
4180 TRACE("setting specular colour\n");
4181 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4183 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4184 if (curVBO != e->buffer_object)
4186 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4187 checkGLcall("glBindBufferARB");
4188 curVBO = e->buffer_object;
4190 GL_EXTCALL(glSecondaryColorPointerEXT)(e->format, e->type, e->stride,
4191 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4192 checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
4193 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4194 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4195 } else {
4197 /* Missing specular color is not critical, no warnings */
4198 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4201 } else {
4202 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4203 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4204 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4205 } else {
4207 /* Missing specular color is not critical, no warnings */
4208 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4212 /* Texture coords -------------------------------------------*/
4213 loadTexCoords(stateblock, si, &curVBO);
4216 static inline void drawPrimitiveTraceDataLocations(const struct wined3d_stream_info *dataLocations)
4218 /* Dump out what parts we have supplied */
4219 TRACE("Strided Data:\n");
4220 TRACE_STRIDED((dataLocations), WINED3D_FFP_POSITION);
4221 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDWEIGHT);
4222 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDINDICES);
4223 TRACE_STRIDED((dataLocations), WINED3D_FFP_NORMAL);
4224 TRACE_STRIDED((dataLocations), WINED3D_FFP_PSIZE);
4225 TRACE_STRIDED((dataLocations), WINED3D_FFP_DIFFUSE);
4226 TRACE_STRIDED((dataLocations), WINED3D_FFP_SPECULAR);
4227 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD0);
4228 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD1);
4229 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD2);
4230 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD3);
4231 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD4);
4232 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD5);
4233 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD6);
4234 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD7);
4236 return;
4239 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4240 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4241 BOOL fixup = FALSE;
4242 struct wined3d_stream_info *dataLocations = &device->strided_streams;
4243 BOOL useVertexShaderFunction;
4244 BOOL load_numbered = FALSE;
4245 BOOL load_named = FALSE;
4247 useVertexShaderFunction = (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader) ? TRUE : FALSE;
4249 if(device->up_strided) {
4250 /* Note: this is a ddraw fixed-function code path */
4251 TRACE("================ Strided Input ===================\n");
4252 device_stream_info_from_strided(device, device->up_strided, dataLocations);
4254 if(TRACE_ON(d3d)) {
4255 drawPrimitiveTraceDataLocations(dataLocations);
4257 } else {
4258 /* Note: This is a fixed function or shader codepath.
4259 * This means it must handle both types of strided data.
4260 * Shaders must go through here to zero the strided data, even if they
4261 * don't set any declaration at all
4263 TRACE("================ Vertex Declaration ===================\n");
4264 device_stream_info_from_declaration(device, useVertexShaderFunction, dataLocations, &fixup);
4267 if (dataLocations->position_transformed) useVertexShaderFunction = FALSE;
4269 if(useVertexShaderFunction) {
4270 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4271 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4272 device->useDrawStridedSlow = TRUE;
4273 } else {
4274 load_numbered = TRUE;
4275 device->useDrawStridedSlow = FALSE;
4278 else if (fixup || (!dataLocations->elements[WINED3D_FFP_PSIZE].data
4279 && !dataLocations->position_transformed
4280 && (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA)
4281 || (!dataLocations->elements[WINED3D_FFP_DIFFUSE].data
4282 && !dataLocations->elements[WINED3D_FFP_SPECULAR].data))))
4284 /* Load the vertex data using named arrays */
4285 load_named = TRUE;
4286 device->useDrawStridedSlow = FALSE;
4287 } else {
4288 TRACE("Not loading vertex data\n");
4289 device->useDrawStridedSlow = TRUE;
4292 if (context->numberedArraysLoaded && !load_numbered)
4294 unloadNumberedArrays(stateblock, context);
4295 context->numberedArraysLoaded = FALSE;
4296 context->numbered_array_mask = 0;
4298 else if (context->namedArraysLoaded)
4300 unloadVertexData(stateblock);
4301 context->namedArraysLoaded = FALSE;
4304 if (load_numbered)
4306 TRACE("Loading numbered arrays\n");
4307 loadNumberedArrays(stateblock, dataLocations, context);
4308 context->numberedArraysLoaded = TRUE;
4310 else if (load_named)
4312 TRACE("Loading vertex data\n");
4313 loadVertexData(stateblock, dataLocations);
4314 context->namedArraysLoaded = TRUE;
4318 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4319 BOOL updateFog = FALSE;
4320 BOOL useVertexShaderFunction = use_vs(stateblock);
4321 BOOL usePixelShaderFunction = use_ps(stateblock);
4322 BOOL transformed;
4323 /* Some stuff is in the device until we have per context tracking */
4324 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4325 BOOL wasrhw = context->last_was_rhw;
4327 transformed = device->strided_streams.position_transformed;
4328 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4329 updateFog = TRUE;
4332 /* Reapply lighting if it is not scheduled for reapplication already */
4333 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4334 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4337 if (transformed) {
4338 context->last_was_rhw = TRUE;
4339 } else {
4341 /* Untransformed, so relies on the view and projection matrices */
4342 context->last_was_rhw = FALSE;
4343 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4344 device->untransformed = TRUE;
4346 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4347 * Not needed as long as only hw shaders are supported
4350 /* This sets the shader output position correction constants.
4351 * TODO: Move to the viewport state
4353 if (useVertexShaderFunction) {
4354 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
4355 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
4359 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4360 * off this function will be called again anyway to make sure they're properly set
4362 if(!useVertexShaderFunction) {
4363 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4364 * or transformed / untransformed was switched
4366 if(wasrhw != context->last_was_rhw &&
4367 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4368 !isStateDirty(context, STATE_VIEWPORT)) {
4369 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4371 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4372 * mode.
4374 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4375 * this check will fail and the matrix not applied again. This is OK because a simple
4376 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4377 * needs of the vertex declaration.
4379 * World and view matrix go into the same gl matrix, so only apply them when neither is
4380 * dirty
4382 if(transformed != wasrhw &&
4383 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4384 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4385 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4388 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4389 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4392 if(context->last_was_vshader) {
4393 updateFog = TRUE;
4394 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4395 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4398 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4399 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4401 } else {
4402 if(!context->last_was_vshader) {
4403 unsigned int i;
4404 static BOOL warned = FALSE;
4405 /* Disable all clip planes to get defined results on all drivers. See comment in the
4406 * state_clipping state handler
4408 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4409 glDisable(GL_CLIP_PLANE0 + i);
4410 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4413 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4414 FIXME("Clipping not supported with vertex shaders\n");
4415 warned = TRUE;
4417 if(wasrhw) {
4418 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4419 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4420 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4421 * fixed function vertex processing states back in a sane state before switching to shaders
4423 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4424 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4426 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4427 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4430 updateFog = TRUE;
4434 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4435 * application
4437 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4438 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
4440 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4441 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4445 context->last_was_vshader = useVertexShaderFunction;
4447 if(updateFog) {
4448 device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4450 if(!useVertexShaderFunction) {
4451 int i;
4452 for(i = 0; i < MAX_TEXTURES; i++) {
4453 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4454 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4460 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4461 UINT width, height;
4462 IWineD3DSurfaceImpl *target;
4464 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4465 checkGLcall("glDepthRange");
4466 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4468 if(stateblock->wineD3DDevice->render_offscreen) {
4469 glViewport(stateblock->viewport.X,
4470 stateblock->viewport.Y,
4471 stateblock->viewport.Width, stateblock->viewport.Height);
4472 } else {
4473 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4474 target->get_drawable_size(target, &width, &height);
4476 glViewport(stateblock->viewport.X,
4477 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4478 stateblock->viewport.Width, stateblock->viewport.Height);
4481 checkGLcall("glViewport");
4484 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4485 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
4486 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
4487 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4488 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4490 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4491 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4495 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4496 UINT Index = state - STATE_ACTIVELIGHT(0);
4497 const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4499 if(!lightInfo) {
4500 glDisable(GL_LIGHT0 + Index);
4501 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4502 } else {
4503 float quad_att;
4504 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
4506 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4507 glMatrixMode(GL_MODELVIEW);
4508 glPushMatrix();
4509 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4511 /* Diffuse: */
4512 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4513 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4514 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4515 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4516 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4517 checkGLcall("glLightfv");
4519 /* Specular */
4520 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4521 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4522 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4523 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4524 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4525 checkGLcall("glLightfv");
4527 /* Ambient */
4528 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4529 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4530 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4531 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4532 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4533 checkGLcall("glLightfv");
4535 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4536 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4537 } else {
4538 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
4541 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4542 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4543 * Attenuation0 to NaN and crashes in the gl lib
4546 switch (lightInfo->OriginalParms.Type) {
4547 case WINED3DLIGHT_POINT:
4548 /* Position */
4549 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4550 checkGLcall("glLightfv");
4551 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4552 checkGLcall("glLightf");
4553 /* Attenuation - Are these right? guessing... */
4554 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4555 checkGLcall("glLightf");
4556 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4557 checkGLcall("glLightf");
4558 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4559 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4560 checkGLcall("glLightf");
4561 /* FIXME: Range */
4562 break;
4564 case WINED3DLIGHT_SPOT:
4565 /* Position */
4566 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4567 checkGLcall("glLightfv");
4568 /* Direction */
4569 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4570 checkGLcall("glLightfv");
4571 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4572 checkGLcall("glLightf");
4573 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4574 checkGLcall("glLightf");
4575 /* Attenuation - Are these right? guessing... */
4576 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4577 checkGLcall("glLightf");
4578 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4579 checkGLcall("glLightf");
4580 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4581 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4582 checkGLcall("glLightf");
4583 /* FIXME: Range */
4584 break;
4586 case WINED3DLIGHT_DIRECTIONAL:
4587 /* Direction */
4588 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4589 checkGLcall("glLightfv");
4590 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4591 checkGLcall("glLightf");
4592 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4593 checkGLcall("glLightf");
4594 break;
4596 default:
4597 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4600 /* Restore the modelview matrix */
4601 glPopMatrix();
4603 glEnable(GL_LIGHT0 + Index);
4604 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4607 return;
4610 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4611 RECT *pRect = &stateblock->scissorRect;
4612 UINT height;
4613 UINT width;
4614 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4616 target->get_drawable_size(target, &width, &height);
4617 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4618 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4620 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4621 pRect->right - pRect->left, pRect->bottom - pRect->top);
4623 if (stateblock->wineD3DDevice->render_offscreen) {
4624 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4625 } else {
4626 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4628 checkGLcall("glScissor");
4631 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4632 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4633 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4634 } else {
4635 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
4636 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
4640 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4641 if(stateblock->wineD3DDevice->render_offscreen) {
4642 glFrontFace(GL_CCW);
4643 checkGLcall("glFrontFace(GL_CCW)");
4644 } else {
4645 glFrontFace(GL_CW);
4646 checkGLcall("glFrontFace(GL_CW)");
4650 const struct StateEntryTemplate misc_state_template[] = {
4651 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4652 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4653 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4654 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4655 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4656 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4657 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4658 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4659 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4660 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4661 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, 0 },
4662 { STATE_VDECL, { STATE_VDECL, streamsrc }, 0 },
4663 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, 0 },
4664 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, 0 },
4665 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4666 * vshader loadings are untied from each other
4668 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4669 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4670 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4671 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4672 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4673 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4674 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4675 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4676 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4677 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4678 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4679 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4680 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4681 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4682 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4683 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4684 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4685 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4686 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4687 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4688 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4689 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4690 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4691 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4692 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4693 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4694 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4695 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4696 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4697 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4698 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4699 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4700 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4701 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4702 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4703 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4704 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4705 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4706 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4707 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4708 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4709 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4710 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4711 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4712 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4713 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4714 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4715 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4716 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4717 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4719 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, 0 },
4720 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4721 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, 0 },
4722 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, 0 },
4723 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, 0 },
4724 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, 0 },
4725 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, 0 },
4726 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, 0 },
4727 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, 0 },
4728 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, 0 },
4729 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, 0 },
4730 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, 0 },
4731 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, 0 },
4732 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, 0 },
4733 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4734 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4735 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4736 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4737 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, 0 },
4738 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, 0 },
4739 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, 0 },
4740 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, 0 },
4741 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, 0 },
4742 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, 0 },
4743 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, 0 },
4744 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, 0 },
4745 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, 0 },
4746 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, 0 },
4747 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, 0 },
4748 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, 0 },
4749 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, 0 },
4750 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4751 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4752 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4753 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4754 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4755 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4756 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4757 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4758 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, 0 },
4759 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4760 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4761 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4762 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4763 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4764 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4765 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4766 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4767 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4768 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4769 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4770 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4771 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4772 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4773 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4774 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4775 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4776 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4777 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4778 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4779 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4780 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, 0 },
4781 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, 0 },
4782 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, 0 },
4783 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, 0 },
4784 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, 0 },
4785 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, 0 },
4786 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4787 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4788 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4789 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4790 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4791 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4792 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4793 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4794 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, 0 },
4795 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, 0 },
4796 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4797 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4798 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, 0 },
4799 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, 0 },
4800 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4801 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4802 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4803 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4804 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4805 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, 0 },
4806 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4807 /* Samplers */
4808 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, 0 },
4809 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, 0 },
4810 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, 0 },
4811 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, 0 },
4812 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, 0 },
4813 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, 0 },
4814 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, 0 },
4815 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, 0 },
4816 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, 0 },
4817 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, 0 },
4818 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, 0 },
4819 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, 0 },
4820 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, 0 },
4821 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, 0 },
4822 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, 0 },
4823 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, 0 },
4824 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, 0 },
4825 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, 0 },
4826 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, 0 },
4827 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, 0 },
4828 {0 /* Terminate */, { 0, 0 }, 0 },
4831 const struct StateEntryTemplate ffp_vertexstate_template[] = {
4832 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, 0 },
4833 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, 0 },
4834 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4835 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4836 /* Clip planes */
4837 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, 0 },
4838 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, 0 },
4839 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, 0 },
4840 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, 0 },
4841 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, 0 },
4842 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, 0 },
4843 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, 0 },
4844 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, 0 },
4845 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, 0 },
4846 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, 0 },
4847 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, 0 },
4848 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, 0 },
4849 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, 0 },
4850 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, 0 },
4851 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, 0 },
4852 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, 0 },
4853 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, 0 },
4854 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, 0 },
4855 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, 0 },
4856 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, 0 },
4857 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, 0 },
4858 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, 0 },
4859 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, 0 },
4860 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, 0 },
4861 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, 0 },
4862 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, 0 },
4863 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, 0 },
4864 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, 0 },
4865 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, 0 },
4866 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, 0 },
4867 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, 0 },
4868 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, 0 },
4869 /* Lights */
4870 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, 0 },
4871 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, 0 },
4872 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, 0 },
4873 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, 0 },
4874 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, 0 },
4875 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, 0 },
4876 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, 0 },
4877 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, 0 },
4878 /* Viewport */
4879 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, 0 },
4880 /* Transform states follow */
4881 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, 0 },
4882 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, 0 },
4883 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4884 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4885 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4886 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4887 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4888 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4889 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4890 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4891 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, 0 },
4892 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, 0 },
4893 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, 0 },
4894 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, 0 },
4895 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, 0 },
4896 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, 0 },
4897 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, 0 },
4898 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, 0 },
4899 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, 0 },
4900 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, 0 },
4901 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, 0 },
4902 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, 0 },
4903 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, 0 },
4904 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, 0 },
4905 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, 0 },
4906 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, 0 },
4907 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, 0 },
4908 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, 0 },
4909 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, 0 },
4910 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, 0 },
4911 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, 0 },
4912 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, 0 },
4913 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, 0 },
4914 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, 0 },
4915 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, 0 },
4916 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, 0 },
4917 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, 0 },
4918 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, 0 },
4919 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, 0 },
4920 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, 0 },
4921 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, 0 },
4922 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, 0 },
4923 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, 0 },
4924 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, 0 },
4925 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, 0 },
4926 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, 0 },
4927 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, 0 },
4928 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, 0 },
4929 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, 0 },
4930 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, 0 },
4931 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, 0 },
4932 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, 0 },
4933 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, 0 },
4934 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, 0 },
4935 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, 0 },
4936 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, 0 },
4937 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, 0 },
4938 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, 0 },
4939 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, 0 },
4940 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, 0 },
4941 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, 0 },
4942 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, 0 },
4943 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, 0 },
4944 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, 0 },
4945 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, 0 },
4946 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, 0 },
4947 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, 0 },
4948 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, 0 },
4949 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, 0 },
4950 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, 0 },
4951 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, 0 },
4952 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, 0 },
4953 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, 0 },
4954 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, 0 },
4955 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, 0 },
4956 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, 0 },
4957 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, 0 },
4958 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, 0 },
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5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, 0 },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, 0 },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, 0 },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, 0 },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, 0 },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, 0 },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, 0 },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, 0 },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, 0 },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, 0 },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, 0 },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, 0 },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, 0 },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, 0 },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, 0 },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, 0 },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, 0 },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, 0 },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, 0 },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, 0 },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, 0 },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, 0 },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, 0 },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, 0 },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, 0 },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, 0 },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, 0 },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, 0 },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, 0 },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, 0 },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, 0 },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, 0 },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, 0 },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, 0 },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, 0 },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, 0 },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, 0 },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, 0 },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, 0 },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, 0 },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, 0 },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, 0 },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, 0 },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, 0 },
5147 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5148 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5149 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5150 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5151 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5152 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5153 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5154 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5155 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5156 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5157 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5158 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5159 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5160 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5161 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5162 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5163 /* Fog */
5164 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, 0 },
5165 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, 0 },
5166 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, 0 },
5167 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5168 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, 0 },
5169 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5170 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5171 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, 0 },
5172 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, 0 },
5173 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5174 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, 0 },
5175 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, 0 },
5176 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5177 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5178 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5179 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5180 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5181 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, 0 },
5182 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5183 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5184 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5185 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5186 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5187 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, 0 },
5188 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5189 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5190 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5191 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5192 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5193 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5194 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5195 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5196 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5197 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5199 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5200 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5201 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, 0 },
5202 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5203 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5204 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, 0 },
5205 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5206 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5207 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, 0 },
5208 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5209 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5210 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, 0 },
5211 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5212 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5213 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, 0 },
5214 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5215 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5216 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, 0 },
5217 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5218 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5219 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, 0 },
5220 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5221 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5222 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, 0 },
5223 {0 /* Terminate */, { 0, 0 }, 0 },
5226 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5227 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5228 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5229 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5230 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5231 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5232 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5233 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5234 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5235 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5236 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5237 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5238 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5239 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5240 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5241 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5242 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5243 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5244 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5245 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5246 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5247 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5248 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5249 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5250 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5251 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5252 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5253 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5254 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5255 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5256 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5257 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5258 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5259 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5260 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5261 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5262 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5263 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5264 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5265 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5266 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5267 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5268 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5269 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5270 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5271 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5272 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5273 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5274 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5275 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5276 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5277 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5278 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5279 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5280 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5281 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5282 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5283 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5284 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5285 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5286 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5287 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5288 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5289 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5290 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5291 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5292 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5293 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5294 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5295 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5296 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5297 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5298 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5299 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5300 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5301 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5302 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5303 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5304 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5305 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5306 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5307 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5308 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5309 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, 0 },
5310 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, 0 },
5311 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
5312 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
5313 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
5314 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
5315 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
5316 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
5317 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
5318 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
5319 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
5320 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
5321 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
5322 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
5323 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
5324 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
5325 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
5326 {0 /* Terminate */, { 0, 0 }, 0 },
5328 #undef GLINFO_LOCATION
5330 #define GLINFO_LOCATION (*gl_info)
5331 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5333 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
5335 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5336 WINED3DTEXOPCAPS_ADDSIGNED |
5337 WINED3DTEXOPCAPS_ADDSIGNED2X |
5338 WINED3DTEXOPCAPS_MODULATE |
5339 WINED3DTEXOPCAPS_MODULATE2X |
5340 WINED3DTEXOPCAPS_MODULATE4X |
5341 WINED3DTEXOPCAPS_SELECTARG1 |
5342 WINED3DTEXOPCAPS_SELECTARG2 |
5343 WINED3DTEXOPCAPS_DISABLE;
5345 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5346 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5347 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5348 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5349 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5350 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5351 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5352 WINED3DTEXOPCAPS_LERP |
5353 WINED3DTEXOPCAPS_SUBTRACT;
5355 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5356 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5357 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5358 WINED3DTEXOPCAPS_MULTIPLYADD |
5359 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5360 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5361 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5363 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5364 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5366 pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
5367 pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5370 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5371 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5372 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5374 if (TRACE_ON(d3d))
5376 TRACE("Checking support for fixup:\n");
5377 dump_color_fixup_desc(fixup);
5380 /* We only support identity conversions. */
5381 if (is_identity_fixup(fixup))
5383 TRACE("[OK]\n");
5384 return TRUE;
5387 TRACE("[FAILED]\n");
5388 return FALSE;
5391 const struct fragment_pipeline ffp_fragment_pipeline = {
5392 ffp_enable,
5393 ffp_fragment_get_caps,
5394 ffp_fragment_alloc,
5395 ffp_fragment_free,
5396 ffp_color_fixup_supported,
5397 ffp_fragmentstate_template,
5398 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5401 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5403 unsigned int i;
5404 for(i = 0; funcs[i]; i++);
5405 return i;
5408 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5409 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5410 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5413 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5414 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5415 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5416 stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5419 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5420 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
5421 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5423 unsigned int i, type, handlers;
5424 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5425 const struct StateEntryTemplate *cur;
5426 BOOL set[STATE_HIGHEST + 1];
5428 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5430 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5431 StateTable[i].representative = 0;
5432 StateTable[i].apply = state_undefined;
5435 for(type = 0; type < 3; type++) {
5436 /* This switch decides the order in which the states are applied */
5437 switch(type) {
5438 case 0: cur = misc; break;
5439 case 1: cur = fragment->states; break;
5440 case 2: cur = vertex; break;
5441 default: cur = NULL; /* Stupid compiler */
5443 if(!cur) continue;
5445 /* GL extension filtering should not prevent multiple handlers being applied from different
5446 * pipeline parts
5448 memset(set, 0, sizeof(set));
5450 for(i = 0; cur[i].state; i++) {
5451 APPLYSTATEFUNC *funcs_array;
5453 /* Only use the first matching state with the available extension from one template.
5454 * e.g.
5455 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5456 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5458 * if GL_XYZ_fancy is supported, ignore the 2nd line
5460 if(set[cur[i].state]) continue;
5461 /* Skip state lines depending on unsupported extensions */
5462 if(cur[i].extension && !GL_SUPPORT(cur[i].extension)) continue;
5463 set[cur[i].state] = TRUE;
5464 /* In some cases having an extension means that nothing has to be
5465 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5466 * supported, the texture coordinate fixup can be ignored. If the
5467 * apply function is used, mark the state set(done above) to prevent
5468 * applying later lines, but do not record anything in the state
5469 * table
5471 if(!cur[i].content.apply) continue;
5473 handlers = num_handlers(multistate_funcs[cur[i].state]);
5474 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5475 switch(handlers) {
5476 case 0:
5477 StateTable[cur[i].state].apply = cur[i].content.apply;
5478 break;
5479 case 1:
5480 StateTable[cur[i].state].apply = multistate_apply_2;
5481 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5483 sizeof(**dev_multistate_funcs) * 2);
5484 if (!dev_multistate_funcs[cur[i].state]) {
5485 goto out_of_mem;
5488 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5489 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5490 break;
5491 case 2:
5492 StateTable[cur[i].state].apply = multistate_apply_3;
5493 funcs_array = HeapReAlloc(GetProcessHeap(),
5495 dev_multistate_funcs[cur[i].state],
5496 sizeof(**dev_multistate_funcs) * 3);
5497 if (!funcs_array) {
5498 goto out_of_mem;
5501 dev_multistate_funcs[cur[i].state] = funcs_array;
5502 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5503 break;
5504 default:
5505 ERR("Unexpected amount of state handlers for state %u: %u\n",
5506 cur[i].state, handlers + 1);
5509 if(StateTable[cur[i].state].representative &&
5510 StateTable[cur[i].state].representative != cur[i].content.representative) {
5511 FIXME("State %u has different representatives in different pipeline parts\n",
5512 cur[i].state);
5514 StateTable[cur[i].state].representative = cur[i].content.representative;
5518 return WINED3D_OK;
5520 out_of_mem:
5521 for (i = 0; i <= STATE_HIGHEST; ++i) {
5522 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5525 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5527 return E_OUTOFMEMORY;
5529 #undef GLINFO_LOCATION