comctl32/monthcal: After notification safely free buffer allocated on heap.
[wine/multimedia.git] / dlls / wined3d / state.c
blob8cf02ef45071e08a69693a83c96f5771a1d5fc7a
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 /* GL locking for state handlers is done by the caller. */
40 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
42 ERR("Undefined state.\n");
45 static void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
47 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
50 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
52 WINED3DFILLMODE mode = state->render_states[WINED3DRS_FILLMODE];
54 switch (mode)
56 case WINED3DFILL_POINT:
57 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
58 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
59 break;
60 case WINED3DFILL_WIREFRAME:
61 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
63 break;
64 case WINED3DFILL_SOLID:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
67 break;
68 default:
69 FIXME("Unrecognized WINED3DRS_FILLMODE %d.\n", mode);
73 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
75 /* Lighting is not enabled if transformed vertices are drawn, but lighting
76 * does not affect the stream sources, so it is not grouped for
77 * performance reasons. This state reads the decoded vertex declaration,
78 * so if it is dirty don't do anything. The vertex declaration applying
79 * function calls this function for updating. */
80 if (isStateDirty(context, STATE_VDECL))
81 return;
83 if (state->render_states[WINED3DRS_LIGHTING]
84 && !context->swapchain->device->strided_streams.position_transformed)
86 glEnable(GL_LIGHTING);
87 checkGLcall("glEnable GL_LIGHTING");
88 } else {
89 glDisable(GL_LIGHTING);
90 checkGLcall("glDisable GL_LIGHTING");
94 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
96 /* No z test without depth stencil buffers */
97 if (!state->fb->depth_stencil)
99 TRACE("No Z buffer - disabling depth test\n");
100 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
101 checkGLcall("glDisable GL_DEPTH_TEST");
102 return;
105 switch (state->render_states[WINED3DRS_ZENABLE])
107 case WINED3DZB_FALSE:
108 glDisable(GL_DEPTH_TEST);
109 checkGLcall("glDisable GL_DEPTH_TEST");
110 break;
111 case WINED3DZB_TRUE:
112 glEnable(GL_DEPTH_TEST);
113 checkGLcall("glEnable GL_DEPTH_TEST");
114 break;
115 case WINED3DZB_USEW:
116 glEnable(GL_DEPTH_TEST);
117 checkGLcall("glEnable GL_DEPTH_TEST");
118 FIXME("W buffer is not well handled\n");
119 break;
120 default:
121 FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
122 state->render_states[WINED3DRS_ZENABLE]);
126 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
128 /* glFrontFace() is set in context.c at context init and on an
129 * offscreen / onscreen rendering switch. */
130 switch (state->render_states[WINED3DRS_CULLMODE])
132 case WINED3DCULL_NONE:
133 glDisable(GL_CULL_FACE);
134 checkGLcall("glDisable GL_CULL_FACE");
135 break;
136 case WINED3DCULL_CW:
137 glEnable(GL_CULL_FACE);
138 checkGLcall("glEnable GL_CULL_FACE");
139 glCullFace(GL_FRONT);
140 checkGLcall("glCullFace(GL_FRONT)");
141 break;
142 case WINED3DCULL_CCW:
143 glEnable(GL_CULL_FACE);
144 checkGLcall("glEnable GL_CULL_FACE");
145 glCullFace(GL_BACK);
146 checkGLcall("glCullFace(GL_BACK)");
147 break;
148 default:
149 FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n",
150 state->render_states[WINED3DRS_CULLMODE]);
154 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
156 switch (state->render_states[WINED3DRS_SHADEMODE])
158 case WINED3DSHADE_FLAT:
159 glShadeModel(GL_FLAT);
160 checkGLcall("glShadeModel(GL_FLAT)");
161 break;
162 case WINED3DSHADE_GOURAUD:
163 glShadeModel(GL_SMOOTH);
164 checkGLcall("glShadeModel(GL_SMOOTH)");
165 break;
166 case WINED3DSHADE_PHONG:
167 FIXME("WINED3DSHADE_PHONG isn't supported\n");
168 break;
169 default:
170 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n",
171 state->render_states[WINED3DRS_SHADEMODE]);
175 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
177 if (state->render_states[WINED3DRS_DITHERENABLE])
179 glEnable(GL_DITHER);
180 checkGLcall("glEnable GL_DITHER");
182 else
184 glDisable(GL_DITHER);
185 checkGLcall("glDisable GL_DITHER");
189 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
191 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
192 * If yes, this has to be merged with ZENABLE and ZFUNC. */
193 if (state->render_states[WINED3DRS_ZWRITEENABLE])
195 glDepthMask(1);
196 checkGLcall("glDepthMask(1)");
198 else
200 glDepthMask(0);
201 checkGLcall("glDepthMask(0)");
205 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
207 GLenum depth_func = CompareFunc(state->render_states[WINED3DRS_ZFUNC]);
209 if (!depth_func) return;
211 if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
213 static BOOL once;
214 /* There are a few issues with this: First, our inability to
215 * select a proper Z depth, most of the time we're stuck with
216 * D24S8, even if the app selects D32 or D16. There seem to be
217 * some other precision problems which have to be debugged to
218 * make NOTEQUAL and EQUAL work properly. */
219 if (!once)
221 once = TRUE;
222 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
226 glDepthFunc(depth_func);
227 checkGLcall("glDepthFunc");
230 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
232 float col[4];
233 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_AMBIENT], col);
235 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
236 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
237 checkGLcall("glLightModel for MODEL_AMBIENT");
240 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
242 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
245 static GLenum gl_blend_op(WINED3DBLENDOP op)
247 switch (op)
249 case WINED3DBLENDOP_ADD:
250 return GL_FUNC_ADD_EXT;
251 case WINED3DBLENDOP_SUBTRACT:
252 return GL_FUNC_SUBTRACT_EXT;
253 case WINED3DBLENDOP_REVSUBTRACT:
254 return GL_FUNC_REVERSE_SUBTRACT_EXT;
255 case WINED3DBLENDOP_MIN:
256 return GL_MIN_EXT;
257 case WINED3DBLENDOP_MAX:
258 return GL_MAX_EXT;
259 default:
260 FIXME("Unhandled blend op %#x.\n", op);
261 return GL_NONE;
265 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
267 const struct wined3d_gl_info *gl_info = context->gl_info;
268 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
269 GLenum blend_equation = GL_FUNC_ADD_EXT;
271 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
272 if (state->render_states[WINED3DRS_BLENDOPALPHA]
273 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
275 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
276 return;
279 blend_equation = gl_blend_op(state->render_states[WINED3DRS_BLENDOP]);
280 blend_equation_alpha = gl_blend_op(state->render_states[WINED3DRS_BLENDOPALPHA]);
281 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
283 if (state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
285 GL_EXTCALL(glBlendEquationSeparateEXT(blend_equation, blend_equation_alpha));
286 checkGLcall("glBlendEquationSeparateEXT");
288 else
290 GL_EXTCALL(glBlendEquationEXT(blend_equation));
291 checkGLcall("glBlendEquation");
295 static GLenum gl_blend_factor(WINED3DBLEND factor, const struct wined3d_format *dst_format)
297 switch (factor)
299 case WINED3DBLEND_ZERO:
300 return GL_ZERO;
301 case WINED3DBLEND_ONE:
302 return GL_ONE;
303 case WINED3DBLEND_SRCCOLOR:
304 return GL_SRC_COLOR;
305 case WINED3DBLEND_INVSRCCOLOR:
306 return GL_ONE_MINUS_SRC_COLOR;
307 case WINED3DBLEND_SRCALPHA:
308 return GL_SRC_ALPHA;
309 case WINED3DBLEND_INVSRCALPHA:
310 return GL_ONE_MINUS_SRC_ALPHA;
311 case WINED3DBLEND_DESTCOLOR:
312 return GL_DST_COLOR;
313 case WINED3DBLEND_INVDESTCOLOR:
314 return GL_ONE_MINUS_DST_COLOR;
315 /* To compensate for the lack of format switching with backbuffer
316 * offscreen rendering, and with onscreen rendering, we modify the
317 * alpha test parameters for (INV)DESTALPHA if the render target
318 * doesn't support alpha blending. A nonexistent alpha channel
319 * returns 1.0, so WINED3DBLEND_DESTALPHA becomes GL_ONE, and
320 * WINED3DBLEND_INVDESTALPHA becomes GL_ZERO. */
321 case WINED3DBLEND_DESTALPHA:
322 return dst_format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
323 case WINED3DBLEND_INVDESTALPHA:
324 return dst_format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
325 case WINED3DBLEND_SRCALPHASAT:
326 return GL_SRC_ALPHA_SATURATE;
327 case WINED3DBLEND_BLENDFACTOR:
328 return GL_CONSTANT_COLOR_EXT;
329 case WINED3DBLEND_INVBLENDFACTOR:
330 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
331 default:
332 FIXME("Unhandled blend factor %#x.\n", factor);
333 return GL_NONE;
337 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
339 const struct wined3d_surface *target = state->fb->render_targets[0];
340 const struct wined3d_gl_info *gl_info = context->gl_info;
341 GLenum srcBlend, dstBlend;
342 WINED3DBLEND d3d_blend;
344 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
345 * blending parameters to work. */
346 if (state->render_states[WINED3DRS_ALPHABLENDENABLE]
347 || state->render_states[WINED3DRS_EDGEANTIALIAS]
348 || state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
350 /* Disable blending in all cases even without pixelshaders.
351 * With blending on we could face a big performance penalty.
352 * The d3d9 visual test confirms the behavior. */
353 if (context->render_offscreen
354 && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
356 glDisable(GL_BLEND);
357 checkGLcall("glDisable GL_BLEND");
358 return;
359 } else {
360 glEnable(GL_BLEND);
361 checkGLcall("glEnable GL_BLEND");
363 } else {
364 glDisable(GL_BLEND);
365 checkGLcall("glDisable GL_BLEND");
366 /* Nothing more to do - get out */
367 return;
370 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
371 * source blending values which are still valid up to d3d9. They should
372 * not occur as dest blend values. */
373 d3d_blend = state->render_states[WINED3DRS_SRCBLEND];
374 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
376 srcBlend = GL_SRC_ALPHA;
377 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
379 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
381 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
382 dstBlend = GL_SRC_ALPHA;
384 else
386 srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
387 dstBlend = gl_blend_factor(state->render_states[WINED3DRS_DESTBLEND],
388 target->resource.format);
391 if (state->render_states[WINED3DRS_EDGEANTIALIAS]
392 || state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
394 glEnable(GL_LINE_SMOOTH);
395 checkGLcall("glEnable(GL_LINE_SMOOTH)");
396 if(srcBlend != GL_SRC_ALPHA) {
397 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
399 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
400 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
402 } else {
403 glDisable(GL_LINE_SMOOTH);
404 checkGLcall("glDisable(GL_LINE_SMOOTH)");
407 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
408 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP)))
409 state_blendop(context, state, STATE_RENDER(WINED3DRS_BLENDOPALPHA));
411 if (state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
413 GLenum srcBlendAlpha, dstBlendAlpha;
415 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
416 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
418 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
419 return;
422 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
423 * source blending values which are still valid up to d3d9. They should
424 * not occur as dest blend values. */
425 d3d_blend = state->render_states[WINED3DRS_SRCBLENDALPHA];
426 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
428 srcBlendAlpha = GL_SRC_ALPHA;
429 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
433 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
434 dstBlendAlpha = GL_SRC_ALPHA;
436 else
438 srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
439 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3DRS_DESTBLENDALPHA],
440 target->resource.format);
443 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
444 checkGLcall("glBlendFuncSeparateEXT");
445 } else {
446 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
447 glBlendFunc(srcBlend, dstBlend);
448 checkGLcall("glBlendFunc");
451 /* Colorkey fixup for stage 0 alphaop depends on
452 * WINED3DRS_ALPHABLENDENABLE state, so it may need updating. */
453 if (state->render_states[WINED3DRS_COLORKEYENABLE])
454 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP));
457 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
459 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
462 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
464 const struct wined3d_gl_info *gl_info = context->gl_info;
465 float col[4];
467 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3DRS_BLENDFACTOR]);
468 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_BLENDFACTOR], col);
469 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
470 checkGLcall("glBlendColor");
473 static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
475 int glParm = 0;
476 float ref;
477 BOOL enable_ckey = FALSE;
479 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
481 /* Find out if the texture on the first stage has a ckey set
482 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
483 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
484 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
485 * in case it finds some texture+colorkeyenable combination which needs extra care.
487 if (state->textures[0])
489 struct wined3d_texture *texture = state->textures[0];
490 GLenum texture_dimensions = texture->target;
492 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
494 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
496 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
498 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
499 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
500 * surface has alpha bits */
501 if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
506 if (enable_ckey || context->last_was_ckey)
507 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP));
508 context->last_was_ckey = enable_ckey;
510 if (state->render_states[WINED3DRS_ALPHATESTENABLE]
511 || (state->render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey))
513 glEnable(GL_ALPHA_TEST);
514 checkGLcall("glEnable GL_ALPHA_TEST");
515 } else {
516 glDisable(GL_ALPHA_TEST);
517 checkGLcall("glDisable GL_ALPHA_TEST");
518 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
519 * enable call
521 return;
524 if (state->render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey)
526 glParm = GL_NOTEQUAL;
527 ref = 0.0f;
529 else
531 ref = ((float)state->render_states[WINED3DRS_ALPHAREF]) / 255.0f;
532 glParm = CompareFunc(state->render_states[WINED3DRS_ALPHAFUNC]);
534 if(glParm) {
535 glAlphaFunc(glParm, ref);
536 checkGLcall("glAlphaFunc");
540 static void shaderconstant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
542 const struct wined3d_device *device = context->swapchain->device;
544 /* Vertex and pixel shader states will call a shader upload, don't do
545 * anything as long one of them has an update pending. */
546 if (isStateDirty(context, STATE_VDECL)
547 || isStateDirty(context, STATE_PIXELSHADER))
548 return;
550 device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
553 static void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
555 DWORD enable = 0xFFFFFFFF;
556 DWORD disable = 0x00000000;
558 if (use_vs(state))
560 const struct wined3d_device *device = context->swapchain->device;
562 if (!device->vs_clipping)
564 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
565 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
566 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
567 * of that - don't do anything here and keep them disabled
569 if (state->render_states[WINED3DRS_CLIPPLANEENABLE])
571 static BOOL warned = FALSE;
572 if(!warned) {
573 FIXME("Clipping not supported with vertex shaders\n");
574 warned = TRUE;
577 return;
580 /* glEnable(GL_CLIP_PLANEx) doesn't apply to vertex shaders. The enabled / disabled planes are
581 * hardcoded into the shader. Update the shader to update the enabled clipplanes */
582 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
584 device->shader_backend->shader_select(context, use_ps(state), TRUE);
585 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
586 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
590 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
591 * of already set values
594 /* If enabling / disabling all
595 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
597 if (state->render_states[WINED3DRS_CLIPPING])
599 enable = state->render_states[WINED3DRS_CLIPPLANEENABLE];
600 disable = ~state->render_states[WINED3DRS_CLIPPLANEENABLE];
602 else
604 disable = 0xffffffff;
605 enable = 0x00;
608 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
609 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
610 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
611 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
612 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
613 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
615 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
616 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
617 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
618 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
619 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
620 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
623 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
625 const struct wined3d_gl_info *gl_info = context->gl_info;
626 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
627 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
628 * specular color. This is wrong:
629 * Separate specular color means the specular colour is maintained separately, whereas
630 * single color means it is merged in. However in both cases they are being used to
631 * some extent.
632 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
633 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
634 * running 1.4 yet!
637 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
638 * Instead, we need to setup the FinalCombiner properly.
640 * The default setup for the FinalCombiner is:
642 * <variable> <input> <mapping> <usage>
643 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
644 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
645 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
646 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
647 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
648 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
649 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
651 * That's pretty much fine as it is, except for variable B, which needs to take
652 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
653 * whether WINED3DRS_SPECULARENABLE is enabled or not.
656 TRACE("Setting specular enable state and materials\n");
657 if (state->render_states[WINED3DRS_SPECULARENABLE])
659 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
660 checkGLcall("glMaterialfv");
662 if (state->material.Power > gl_info->limits.shininess)
664 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
665 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
666 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
667 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
668 * them, it should be safe to do so without major visual distortions.
670 WARN("Material power = %.8e, limit %.8e\n", state->material.Power, gl_info->limits.shininess);
671 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
673 else
675 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.Power);
677 checkGLcall("glMaterialf(GL_SHININESS)");
679 if (gl_info->supported[EXT_SECONDARY_COLOR])
681 glEnable(GL_COLOR_SUM_EXT);
683 else
685 TRACE("Specular colors cannot be enabled in this version of opengl\n");
687 checkGLcall("glEnable(GL_COLOR_SUM)");
689 if (gl_info->supported[NV_REGISTER_COMBINERS])
691 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
692 checkGLcall("glFinalCombinerInputNV()");
694 } else {
695 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
697 /* for the case of enabled lighting: */
698 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
699 checkGLcall("glMaterialfv");
701 /* for the case of disabled lighting: */
702 if (gl_info->supported[EXT_SECONDARY_COLOR])
704 glDisable(GL_COLOR_SUM_EXT);
706 else
708 TRACE("Specular colors cannot be disabled in this version of opengl\n");
710 checkGLcall("glDisable(GL_COLOR_SUM)");
712 if (gl_info->supported[NV_REGISTER_COMBINERS])
714 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
715 checkGLcall("glFinalCombinerInputNV()");
719 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
720 state->material.Diffuse.r, state->material.Diffuse.g,
721 state->material.Diffuse.b, state->material.Diffuse.a);
722 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
723 state->material.Ambient.r, state->material.Ambient.g,
724 state->material.Ambient.b, state->material.Ambient.a);
725 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
726 state->material.Specular.r, state->material.Specular.g,
727 state->material.Specular.b, state->material.Specular.a);
728 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
729 state->material.Emissive.r, state->material.Emissive.g,
730 state->material.Emissive.b, state->material.Emissive.a);
732 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
733 checkGLcall("glMaterialfv(GL_AMBIENT)");
734 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
735 checkGLcall("glMaterialfv(GL_DIFFUSE)");
736 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
737 checkGLcall("glMaterialfv(GL_EMISSION)");
740 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
742 const struct wined3d_gl_info *gl_info = context->gl_info;
743 unsigned int i;
745 /* Note the texture color applies to all textures whereas
746 * GL_TEXTURE_ENV_COLOR applies to active only. */
747 float col[4];
748 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
750 /* And now the default texture color as well */
751 for (i = 0; i < gl_info->limits.texture_stages; ++i)
753 /* Note the WINED3DRS value applies to all textures, but GL has one
754 * per texture, so apply it now ready to be used!
756 context_active_texture(context, gl_info, i);
758 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
759 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
763 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
764 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
766 const struct wined3d_gl_info *gl_info = context->gl_info;
768 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
769 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
770 GL_EXTCALL(glActiveStencilFaceEXT(face));
771 checkGLcall("glActiveStencilFaceEXT(...)");
772 glStencilFunc(func, ref, mask);
773 checkGLcall("glStencilFunc(...)");
774 glStencilOp(stencilFail, depthFail, stencilPass);
775 checkGLcall("glStencilOp(...)");
778 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
780 const struct wined3d_gl_info *gl_info = context->gl_info;
781 DWORD onesided_enable = FALSE;
782 DWORD twosided_enable = FALSE;
783 GLint func = GL_ALWAYS;
784 GLint func_ccw = GL_ALWAYS;
785 GLint ref = 0;
786 GLuint mask = 0;
787 GLint stencilFail = GL_KEEP;
788 GLint depthFail = GL_KEEP;
789 GLint stencilPass = GL_KEEP;
790 GLint stencilFail_ccw = GL_KEEP;
791 GLint depthFail_ccw = GL_KEEP;
792 GLint stencilPass_ccw = GL_KEEP;
794 /* No stencil test without a stencil buffer. */
795 if (!state->fb->depth_stencil)
797 glDisable(GL_STENCIL_TEST);
798 checkGLcall("glDisable GL_STENCIL_TEST");
799 return;
802 onesided_enable = state->render_states[WINED3DRS_STENCILENABLE];
803 twosided_enable = state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
804 if (!(func = CompareFunc(state->render_states[WINED3DRS_STENCILFUNC])))
805 func = GL_ALWAYS;
806 if (!(func_ccw = CompareFunc(state->render_states[WINED3DRS_CCW_STENCILFUNC])))
807 func_ccw = GL_ALWAYS;
808 ref = state->render_states[WINED3DRS_STENCILREF];
809 mask = state->render_states[WINED3DRS_STENCILMASK];
810 stencilFail = StencilOp(state->render_states[WINED3DRS_STENCILFAIL]);
811 depthFail = StencilOp(state->render_states[WINED3DRS_STENCILZFAIL]);
812 stencilPass = StencilOp(state->render_states[WINED3DRS_STENCILPASS]);
813 stencilFail_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILFAIL]);
814 depthFail_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILZFAIL]);
815 stencilPass_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILPASS]);
817 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
818 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
819 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
820 onesided_enable, twosided_enable, ref, mask,
821 func, stencilFail, depthFail, stencilPass,
822 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
824 if (twosided_enable && onesided_enable) {
825 glEnable(GL_STENCIL_TEST);
826 checkGLcall("glEnable GL_STENCIL_TEST");
828 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
830 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
831 * which has an effect on the code below too. If we apply the front face
832 * afterwards, we are sure that the active stencil face is set to front,
833 * and other stencil functions which do not use two sided stencil do not have
834 * to set it back
836 renderstate_stencil_twosided(context, GL_BACK,
837 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
838 renderstate_stencil_twosided(context, GL_FRONT,
839 func, ref, mask, stencilFail, depthFail, stencilPass);
841 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
843 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
844 checkGLcall("glStencilFuncSeparateATI(...)");
845 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
846 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
847 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
848 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
849 } else {
850 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
853 else if(onesided_enable)
855 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
857 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
858 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
861 /* This code disables the ATI extension as well, since the standard stencil functions are equal
862 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
864 glEnable(GL_STENCIL_TEST);
865 checkGLcall("glEnable GL_STENCIL_TEST");
866 glStencilFunc(func, ref, mask);
867 checkGLcall("glStencilFunc(...)");
868 glStencilOp(stencilFail, depthFail, stencilPass);
869 checkGLcall("glStencilOp(...)");
870 } else {
871 glDisable(GL_STENCIL_TEST);
872 checkGLcall("glDisable GL_STENCIL_TEST");
876 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
878 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3DRS_STENCILWRITEMASK] : 0;
879 const struct wined3d_gl_info *gl_info = context->gl_info;
881 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
882 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
883 glStencilMask(mask);
884 checkGLcall("glStencilMask");
885 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
886 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
887 glStencilMask(mask);
890 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
892 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3DRS_STENCILWRITEMASK] : 0;
894 glStencilMask(mask);
895 checkGLcall("glStencilMask");
898 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
901 const struct wined3d_gl_info *gl_info = context->gl_info;
902 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
904 if (!state->render_states[WINED3DRS_FOGENABLE])
905 return;
907 /* Table fog on: Never use fog coords, and use per-fragment fog */
908 if (state->render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE)
910 glHint(GL_FOG_HINT, GL_NICEST);
911 if(context->fog_coord) {
912 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
913 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
914 context->fog_coord = FALSE;
917 /* Range fog is only used with per-vertex fog in d3d */
918 if (gl_info->supported[NV_FOG_DISTANCE])
920 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
921 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
923 return;
926 /* Otherwise use per-vertex fog in any case */
927 glHint(GL_FOG_HINT, GL_FASTEST);
929 if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
931 /* No fog at all, or transformed vertices: Use fog coord */
932 if(!context->fog_coord) {
933 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
934 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
935 context->fog_coord = TRUE;
938 else
940 /* Otherwise, use the fragment depth */
941 if(context->fog_coord) {
942 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
943 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
944 context->fog_coord = FALSE;
947 if (state->render_states[WINED3DRS_RANGEFOGENABLE])
949 if (gl_info->supported[NV_FOG_DISTANCE])
951 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
952 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
954 else
956 WARN("Range fog enabled, but not supported by this GL implementation.\n");
959 else if (gl_info->supported[NV_FOG_DISTANCE])
961 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
962 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
967 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
969 float fogstart, fogend;
970 union {
971 DWORD d;
972 float f;
973 } tmpvalue;
975 switch(context->fog_source) {
976 case FOGSOURCE_VS:
977 fogstart = 1.0f;
978 fogend = 0.0f;
979 break;
981 case FOGSOURCE_COORD:
982 fogstart = 255.0f;
983 fogend = 0.0f;
984 break;
986 case FOGSOURCE_FFP:
987 tmpvalue.d = state->render_states[WINED3DRS_FOGSTART];
988 fogstart = tmpvalue.f;
989 tmpvalue.d = state->render_states[WINED3DRS_FOGEND];
990 fogend = tmpvalue.f;
991 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
992 if(fogstart == fogend) {
993 fogstart = -1.0f / 0.0f;
994 fogend = 0.0f;
996 break;
998 default:
999 /* This should not happen.context->fog_source is set in wined3d, not the app.
1000 * Still this is needed to make the compiler happy
1002 ERR("Unexpected fog coordinate source\n");
1003 fogstart = 0.0f;
1004 fogend = 0.0f;
1007 glFogf(GL_FOG_START, fogstart);
1008 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1009 TRACE("Fog Start == %f\n", fogstart);
1011 glFogf(GL_FOG_END, fogend);
1012 checkGLcall("glFogf(GL_FOG_END, fogend)");
1013 TRACE("Fog End == %f\n", fogend);
1016 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1018 enum fogsource new_source;
1020 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1022 if (!state->render_states[WINED3DRS_FOGENABLE])
1024 /* No fog? Disable it, and we're done :-) */
1025 glDisableWINE(GL_FOG);
1026 checkGLcall("glDisable GL_FOG");
1027 return;
1030 /* Fog Rules:
1032 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1033 * It can use the Z value of the vertex, or the alpha component of the specular color.
1034 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1035 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1036 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1038 * FOGTABLEMODE != NONE:
1039 * The Z value is used, with the equation specified, no matter what vertex type.
1041 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1042 * Per vertex fog is calculated using the specified fog equation and the parameters
1044 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1045 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1046 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1049 * Rules for vertex fog with shaders:
1051 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1052 * the fog computation to happen during transformation while openGL expects it to happen
1053 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1054 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1055 * To solve this problem, WineD3D does:
1056 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1057 * shader,
1058 * and 2) disables the fog computation (in either the fixed function or programmable
1059 * rasterizer) if using a vertex program.
1061 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1062 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1063 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1064 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1065 * There are some GL differences between specular fog coords and vertex shaders though.
1067 * With table fog the vertex shader fog coordinate is ignored.
1069 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1070 * without shaders).
1073 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1074 * the system will apply only pixel(=table) fog effects."
1076 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1078 if (use_vs(state))
1080 glFogi(GL_FOG_MODE, GL_LINEAR);
1081 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1082 new_source = FOGSOURCE_VS;
1084 else
1086 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
1088 /* If processed vertices are used, fall through to the NONE case */
1089 case WINED3DFOG_EXP:
1090 if(!context->last_was_rhw) {
1091 glFogi(GL_FOG_MODE, GL_EXP);
1092 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1093 new_source = FOGSOURCE_FFP;
1094 break;
1096 /* drop through */
1098 case WINED3DFOG_EXP2:
1099 if(!context->last_was_rhw) {
1100 glFogi(GL_FOG_MODE, GL_EXP2);
1101 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1102 new_source = FOGSOURCE_FFP;
1103 break;
1105 /* drop through */
1107 case WINED3DFOG_LINEAR:
1108 if(!context->last_was_rhw) {
1109 glFogi(GL_FOG_MODE, GL_LINEAR);
1110 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1111 new_source = FOGSOURCE_FFP;
1112 break;
1114 /* drop through */
1116 case WINED3DFOG_NONE:
1117 /* Both are none? According to msdn the alpha channel of the specular
1118 * color contains a fog factor. Set it in drawStridedSlow.
1119 * Same happens with Vertexfog on transformed vertices
1121 new_source = FOGSOURCE_COORD;
1122 glFogi(GL_FOG_MODE, GL_LINEAR);
1123 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1124 break;
1126 default:
1127 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
1128 state->render_states[WINED3DRS_FOGVERTEXMODE]);
1129 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1132 } else {
1133 new_source = FOGSOURCE_FFP;
1135 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
1137 case WINED3DFOG_EXP:
1138 glFogi(GL_FOG_MODE, GL_EXP);
1139 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1140 break;
1142 case WINED3DFOG_EXP2:
1143 glFogi(GL_FOG_MODE, GL_EXP2);
1144 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1145 break;
1147 case WINED3DFOG_LINEAR:
1148 glFogi(GL_FOG_MODE, GL_LINEAR);
1149 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1150 break;
1152 case WINED3DFOG_NONE: /* Won't happen */
1153 default:
1154 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
1155 state->render_states[WINED3DRS_FOGTABLEMODE]);
1159 glEnableWINE(GL_FOG);
1160 checkGLcall("glEnable GL_FOG");
1161 if (new_source != context->fog_source)
1163 context->fog_source = new_source;
1164 state_fogstartend(context, state, STATE_RENDER(WINED3DRS_FOGSTART));
1168 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1170 float col[4];
1172 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_FOGCOLOR], col);
1173 glFogfv(GL_FOG_COLOR, &col[0]);
1174 checkGLcall("glFog GL_FOG_COLOR");
1177 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1179 union {
1180 DWORD d;
1181 float f;
1182 } tmpvalue;
1184 tmpvalue.d = state->render_states[WINED3DRS_FOGDENSITY];
1185 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1186 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1189 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1191 const struct wined3d_device *device = context->swapchain->device;
1192 GLenum Parm = 0;
1194 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1195 * The vertex declaration will call this function if the fixed function pipeline is used.
1198 if(isStateDirty(context, STATE_VDECL)) {
1199 return;
1202 context->num_untracked_materials = 0;
1203 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1204 && state->render_states[WINED3DRS_COLORVERTEX])
1206 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1207 state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
1208 state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
1209 state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
1210 state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
1212 if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1214 if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1215 Parm = GL_AMBIENT_AND_DIFFUSE;
1216 else
1217 Parm = GL_DIFFUSE;
1218 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1220 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1221 context->num_untracked_materials++;
1223 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1225 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1226 context->num_untracked_materials++;
1229 else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1231 Parm = GL_AMBIENT;
1232 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1234 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1235 context->num_untracked_materials++;
1237 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1239 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1240 context->num_untracked_materials++;
1243 else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1245 Parm = GL_EMISSION;
1246 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1248 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1249 context->num_untracked_materials++;
1252 else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1254 Parm = GL_SPECULAR;
1258 /* Nothing changed, return. */
1259 if (Parm == context->tracking_parm) return;
1261 if(!Parm) {
1262 glDisable(GL_COLOR_MATERIAL);
1263 checkGLcall("glDisable GL_COLOR_MATERIAL");
1264 } else {
1265 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1266 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1267 glEnable(GL_COLOR_MATERIAL);
1268 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1271 /* Apparently calls to glMaterialfv are ignored for properties we're
1272 * tracking with glColorMaterial, so apply those here. */
1273 switch (context->tracking_parm) {
1274 case GL_AMBIENT_AND_DIFFUSE:
1275 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1276 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1277 checkGLcall("glMaterialfv");
1278 break;
1280 case GL_DIFFUSE:
1281 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1282 checkGLcall("glMaterialfv");
1283 break;
1285 case GL_AMBIENT:
1286 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1287 checkGLcall("glMaterialfv");
1288 break;
1290 case GL_EMISSION:
1291 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
1292 checkGLcall("glMaterialfv");
1293 break;
1295 case GL_SPECULAR:
1296 /* Only change material color if specular is enabled, otherwise it is set to black */
1297 if (state->render_states[WINED3DRS_SPECULARENABLE])
1299 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
1300 checkGLcall("glMaterialfv");
1301 } else {
1302 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1303 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1304 checkGLcall("glMaterialfv");
1306 break;
1309 context->tracking_parm = Parm;
1312 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1314 union {
1315 DWORD d;
1316 WINED3DLINEPATTERN lp;
1317 } tmppattern;
1318 tmppattern.d = state->render_states[WINED3DRS_LINEPATTERN];
1320 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1322 if (tmppattern.lp.wRepeatFactor) {
1323 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1324 checkGLcall("glLineStipple(repeat, linepattern)");
1325 glEnable(GL_LINE_STIPPLE);
1326 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1327 } else {
1328 glDisable(GL_LINE_STIPPLE);
1329 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1333 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1335 if (isStateDirty(context, STATE_VDECL))
1336 return;
1338 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1339 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1340 * by zero and is not properly defined in opengl, so avoid it
1342 if (state->render_states[WINED3DRS_NORMALIZENORMALS]
1343 && (context->swapchain->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1345 glEnable(GL_NORMALIZE);
1346 checkGLcall("glEnable(GL_NORMALIZE);");
1348 else
1350 glDisable(GL_NORMALIZE);
1351 checkGLcall("glDisable(GL_NORMALIZE);");
1355 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1357 union {
1358 DWORD d;
1359 float f;
1360 } tmpvalue;
1362 tmpvalue.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1363 if (tmpvalue.f != 1.0f)
1365 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1367 tmpvalue.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1368 if (tmpvalue.f != 64.0f)
1370 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1375 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1377 const struct wined3d_gl_info *gl_info = context->gl_info;
1378 union
1380 DWORD d;
1381 float f;
1382 } min, max;
1384 min.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1385 max.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1387 /* Max point size trumps min point size */
1388 if(min.f > max.f) {
1389 min.f = max.f;
1392 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1393 checkGLcall("glPointParameterfEXT(...)");
1394 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1395 checkGLcall("glPointParameterfEXT(...)");
1398 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1400 const struct wined3d_gl_info *gl_info = context->gl_info;
1401 union
1403 DWORD d;
1404 float f;
1405 } min, max;
1407 min.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1408 max.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1410 /* Max point size trumps min point size */
1411 if(min.f > max.f) {
1412 min.f = max.f;
1415 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1416 checkGLcall("glPointParameterfARB(...)");
1417 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1418 checkGLcall("glPointParameterfARB(...)");
1421 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1423 const struct wined3d_gl_info *gl_info = context->gl_info;
1424 /* TODO: Group this with the viewport */
1426 * POINTSCALEENABLE controls how point size value is treated. If set to
1427 * true, the point size is scaled with respect to height of viewport.
1428 * When set to false point size is in pixels.
1431 /* Default values */
1432 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1433 union {
1434 DWORD d;
1435 float f;
1436 } pointSize, A, B, C;
1438 pointSize.d = state->render_states[WINED3DRS_POINTSIZE];
1439 A.d = state->render_states[WINED3DRS_POINTSCALE_A];
1440 B.d = state->render_states[WINED3DRS_POINTSCALE_B];
1441 C.d = state->render_states[WINED3DRS_POINTSCALE_C];
1443 if (state->render_states[WINED3DRS_POINTSCALEENABLE])
1445 GLfloat scaleFactor;
1446 DWORD h = state->viewport.Height;
1448 if (pointSize.f < gl_info->limits.pointsize_min)
1450 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1451 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1452 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1453 * are less than 1.0f. scale_factor = 1.0f / point_size.
1455 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1456 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1457 * is 1.0, but then accepts points below that and draws too small points
1459 pointSize.f = gl_info->limits.pointsize_min;
1461 else if(pointSize.f > gl_info->limits.pointsize_max)
1463 /* gl already scales the input to glPointSize,
1464 * d3d scales the result after the point size scale.
1465 * If the point size is bigger than the max size, use the
1466 * scaling to scale it bigger, and set the gl point size to max
1468 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1469 TRACE("scale: %f\n", scaleFactor);
1470 pointSize.f = gl_info->limits.pointsize_max;
1471 } else {
1472 scaleFactor = 1.0f;
1474 scaleFactor = powf(h * scaleFactor, 2);
1476 att[0] = A.f / scaleFactor;
1477 att[1] = B.f / scaleFactor;
1478 att[2] = C.f / scaleFactor;
1481 if (gl_info->supported[ARB_POINT_PARAMETERS])
1483 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1484 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1486 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1488 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1489 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1491 else if (state->render_states[WINED3DRS_POINTSCALEENABLE])
1493 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1496 glPointSize(pointSize.f);
1497 checkGLcall("glPointSize(...);");
1500 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1502 WARN("token: %#x.\n", state->render_states[WINED3DRS_DEBUGMONITORTOKEN]);
1505 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1507 DWORD mask0 = state->render_states[WINED3DRS_COLORWRITEENABLE];
1508 DWORD mask1 = state->render_states[WINED3DRS_COLORWRITEENABLE1];
1509 DWORD mask2 = state->render_states[WINED3DRS_COLORWRITEENABLE2];
1510 DWORD mask3 = state->render_states[WINED3DRS_COLORWRITEENABLE3];
1512 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1513 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1514 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1515 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1516 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1517 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1518 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1519 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1520 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1521 checkGLcall("glColorMask(...)");
1523 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1524 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1526 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1527 mask0, mask1, mask2, mask3);
1528 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1532 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1534 GL_EXTCALL(glColorMaskIndexedEXT(index,
1535 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1536 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1537 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1538 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1541 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1543 set_color_mask(context->gl_info, 0, state->render_states[WINED3DRS_COLORWRITEENABLE]);
1546 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1548 set_color_mask(context->gl_info, 1, state->render_states[WINED3DRS_COLORWRITEENABLE1]);
1551 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1553 set_color_mask(context->gl_info, 2, state->render_states[WINED3DRS_COLORWRITEENABLE2]);
1556 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1558 set_color_mask(context->gl_info, 3, state->render_states[WINED3DRS_COLORWRITEENABLE3]);
1561 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1563 if (state->render_states[WINED3DRS_LOCALVIEWER])
1565 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1566 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1567 } else {
1568 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1569 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1573 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1575 if (state->render_states[WINED3DRS_LASTPIXEL])
1577 TRACE("Last Pixel Drawing Enabled\n");
1579 else
1581 static BOOL warned;
1582 if (!warned) {
1583 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1584 warned = TRUE;
1585 } else {
1586 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1591 static void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1593 static BOOL warned;
1595 /* TODO: NV_POINT_SPRITE */
1596 if (!warned && state->render_states[WINED3DRS_POINTSPRITEENABLE])
1598 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1599 FIXME("Point sprites not supported\n");
1600 warned = TRUE;
1604 static void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1606 if (state->render_states[WINED3DRS_POINTSPRITEENABLE])
1608 glEnable(GL_POINT_SPRITE_ARB);
1609 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1610 } else {
1611 glDisable(GL_POINT_SPRITE_ARB);
1612 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1616 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1618 if (state->render_states[WINED3DRS_WRAP0]
1619 || state->render_states[WINED3DRS_WRAP1]
1620 || state->render_states[WINED3DRS_WRAP2]
1621 || state->render_states[WINED3DRS_WRAP3]
1622 || state->render_states[WINED3DRS_WRAP4]
1623 || state->render_states[WINED3DRS_WRAP5]
1624 || state->render_states[WINED3DRS_WRAP6]
1625 || state->render_states[WINED3DRS_WRAP7]
1626 || state->render_states[WINED3DRS_WRAP8]
1627 || state->render_states[WINED3DRS_WRAP9]
1628 || state->render_states[WINED3DRS_WRAP10]
1629 || state->render_states[WINED3DRS_WRAP11]
1630 || state->render_states[WINED3DRS_WRAP12]
1631 || state->render_states[WINED3DRS_WRAP13]
1632 || state->render_states[WINED3DRS_WRAP14]
1633 || state->render_states[WINED3DRS_WRAP15])
1634 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
1637 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1639 if (state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1640 WARN("Multisample antialiasing not supported by GL.\n");
1643 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1645 if (state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1647 glEnable(GL_MULTISAMPLE_ARB);
1648 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1649 } else {
1650 glDisable(GL_MULTISAMPLE_ARB);
1651 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1655 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1657 if (state->render_states[WINED3DRS_SCISSORTESTENABLE])
1659 glEnable(GL_SCISSOR_TEST);
1660 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1661 } else {
1662 glDisable(GL_SCISSOR_TEST);
1663 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1667 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1668 * OpenGL the bias is specified in units of "the smallest value that is
1669 * guaranteed to produce a resolvable offset for a given implementation". To
1670 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1671 * There's no practical way to retrieve that value from a given GL
1672 * implementation, but the D3D application has essentially the same problem,
1673 * which makes a guess of the depth buffer format's highest possible value a
1674 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1675 * depth slope, and doesn't need to be scaled. */
1676 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1678 if (state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
1679 || state->render_states[WINED3DRS_DEPTHBIAS])
1681 const struct wined3d_surface *depth = state->fb->depth_stencil;
1682 float scale;
1684 union
1686 DWORD d;
1687 float f;
1688 } scale_bias, const_bias;
1690 scale_bias.d = state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
1691 const_bias.d = state->render_states[WINED3DRS_DEPTHBIAS];
1693 glEnable(GL_POLYGON_OFFSET_FILL);
1694 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1696 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1698 float bias = -(float)const_bias.d;
1699 glPolygonOffset(bias, bias);
1700 checkGLcall("glPolygonOffset");
1702 else
1704 if (depth)
1706 const struct wined3d_format *fmt = depth->resource.format;
1707 scale = powf(2, fmt->depth_size) - 1;
1708 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1709 debug_d3dformat(fmt->id), scale);
1711 else
1713 /* The context manager will reapply this state on a depth stencil change */
1714 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1715 scale = 0.0f;
1718 glPolygonOffset(scale_bias.f, const_bias.f * scale);
1719 checkGLcall("glPolygonOffset(...)");
1722 else
1724 glDisable(GL_POLYGON_OFFSET_FILL);
1725 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1729 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1731 if (state->render_states[WINED3DRS_ZVISIBLE])
1732 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1735 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1737 if (state->render_states[WINED3DRS_TEXTUREPERSPECTIVE])
1739 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1740 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1741 } else {
1742 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1743 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1747 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1749 if (state->render_states[WINED3DRS_STIPPLEDALPHA])
1750 FIXME("Stippled Alpha not supported yet.\n");
1753 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1755 if (state->render_states[WINED3DRS_ANTIALIAS])
1756 FIXME("Antialias not supported yet.\n");
1759 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1761 if (state->render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
1762 FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
1763 state->render_states[WINED3DRS_MULTISAMPLEMASK]);
1766 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1768 if (state->render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1769 FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
1770 state->render_states[WINED3DRS_PATCHEDGESTYLE]);
1773 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1775 union {
1776 DWORD d;
1777 float f;
1778 } tmpvalue;
1779 tmpvalue.f = 1.0f;
1781 if (state->render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1783 static BOOL displayed = FALSE;
1785 tmpvalue.d = state->render_states[WINED3DRS_PATCHSEGMENTS];
1786 if(!displayed)
1787 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1789 displayed = TRUE;
1793 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1795 if (state->render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1796 FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
1797 state->render_states[WINED3DRS_POSITIONDEGREE]);
1800 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1802 if (state->render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1803 FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
1804 state->render_states[WINED3DRS_NORMALDEGREE]);
1807 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1809 if (state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1810 FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1811 state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1814 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1816 union {
1817 DWORD d;
1818 float f;
1819 } zmin, zmax;
1821 const struct wined3d_gl_info *gl_info = context->gl_info;
1823 if (state->render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1825 zmin.d = state->render_states[WINED3DRS_ADAPTIVETESS_Z];
1826 zmax.d = state->render_states[WINED3DRS_ADAPTIVETESS_W];
1828 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1829 * In d3d9 test is not performed in this case*/
1830 if (zmin.f <= zmax.f)
1832 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1833 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1834 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1835 checkGLcall("glDepthBoundsEXT(...)");
1837 else {
1838 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1839 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1842 else {
1843 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1844 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1847 state_tessellation(context, state, STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION));
1850 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1852 if (state->render_states[WINED3DRS_WRAPU])
1853 FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
1856 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1858 if (state->render_states[WINED3DRS_WRAPV])
1859 FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
1862 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1864 if (state->render_states[WINED3DRS_MONOENABLE])
1865 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
1868 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1870 if (state->render_states[WINED3DRS_ROP2])
1871 FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
1874 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1876 if (state->render_states[WINED3DRS_PLANEMASK])
1877 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
1880 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1882 if (state->render_states[WINED3DRS_SUBPIXEL])
1883 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
1886 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1888 if (state->render_states[WINED3DRS_SUBPIXELX])
1889 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
1892 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1894 if (state->render_states[WINED3DRS_STIPPLEENABLE])
1895 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
1898 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1900 if (state->render_states[WINED3DRS_MIPMAPLODBIAS])
1901 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
1904 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1906 if (state->render_states[WINED3DRS_ANISOTROPY])
1907 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
1910 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1912 if (state->render_states[WINED3DRS_FLUSHBATCH])
1913 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
1916 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1918 if (state->render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
1919 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1922 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1924 if (state->render_states[WINED3DRS_EXTENTS])
1925 FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
1928 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1930 if (state->render_states[WINED3DRS_COLORKEYBLENDENABLE])
1931 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
1934 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1936 if (state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1937 FIXME("Software vertex processing not implemented.\n");
1940 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1941 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1942 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1943 * flag specifies the complement of the input should be used. */
1944 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1945 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1947 /* Calculate the operand */
1948 if (complement) {
1949 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1950 else *operand = GL_ONE_MINUS_SRC_COLOR;
1951 } else {
1952 if (from_alpha) *operand = GL_SRC_ALPHA;
1953 else *operand = GL_SRC_COLOR;
1956 /* Calculate the source */
1957 switch (arg & WINED3DTA_SELECTMASK) {
1958 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1959 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1960 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1961 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1962 case WINED3DTA_SPECULAR:
1964 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1965 * 'Secondary color' and isn't supported until base GL supports it
1966 * There is no concept of temp registers as far as I can tell
1968 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1969 *source = GL_TEXTURE;
1970 break;
1971 default:
1972 FIXME("Unrecognized texture arg %#x\n", arg);
1973 *source = GL_TEXTURE;
1974 break;
1978 /* Setup the texture operations texture stage states */
1979 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1980 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1982 GLenum src1, src2, src3;
1983 GLenum opr1, opr2, opr3;
1984 GLenum comb_target;
1985 GLenum src0_target, src1_target, src2_target;
1986 GLenum opr0_target, opr1_target, opr2_target;
1987 GLenum scal_target;
1988 GLenum opr=0, invopr, src3_target, opr3_target;
1989 BOOL Handled = FALSE;
1991 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1993 /* This is called by a state handler which has the gl lock held and a context for the thread */
1995 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1996 the form (a1 <operation> a2). However, some of the more complex operations
1997 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1998 in a third parameter called a0. Therefore these are operations of the form
1999 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2001 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2002 functions below, expect their syntax to differ slightly to those listed in the
2003 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2004 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2006 if (isAlpha)
2008 comb_target = GL_COMBINE_ALPHA;
2009 src0_target = GL_SOURCE0_ALPHA;
2010 src1_target = GL_SOURCE1_ALPHA;
2011 src2_target = GL_SOURCE2_ALPHA;
2012 opr0_target = GL_OPERAND0_ALPHA;
2013 opr1_target = GL_OPERAND1_ALPHA;
2014 opr2_target = GL_OPERAND2_ALPHA;
2015 scal_target = GL_ALPHA_SCALE;
2017 else
2019 comb_target = GL_COMBINE_RGB;
2020 src0_target = GL_SOURCE0_RGB;
2021 src1_target = GL_SOURCE1_RGB;
2022 src2_target = GL_SOURCE2_RGB;
2023 opr0_target = GL_OPERAND0_RGB;
2024 opr1_target = GL_OPERAND1_RGB;
2025 opr2_target = GL_OPERAND2_RGB;
2026 scal_target = GL_RGB_SCALE;
2029 /* If a texture stage references an invalid texture unit the stage just
2030 * passes through the result from the previous stage */
2031 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2033 arg1 = WINED3DTA_CURRENT;
2034 op = WINED3DTOP_SELECTARG1;
2037 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2039 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2040 } else {
2041 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2043 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2044 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2046 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2048 Handled = TRUE; /* Assume will be handled */
2050 /* Other texture operations require special extensions: */
2051 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2053 if (isAlpha) {
2054 opr = GL_SRC_ALPHA;
2055 invopr = GL_ONE_MINUS_SRC_ALPHA;
2056 src3_target = GL_SOURCE3_ALPHA_NV;
2057 opr3_target = GL_OPERAND3_ALPHA_NV;
2058 } else {
2059 opr = GL_SRC_COLOR;
2060 invopr = GL_ONE_MINUS_SRC_COLOR;
2061 src3_target = GL_SOURCE3_RGB_NV;
2062 opr3_target = GL_OPERAND3_RGB_NV;
2064 switch (op) {
2065 case WINED3DTOP_DISABLE: /* Only for alpha */
2066 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2067 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2068 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2069 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2070 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2071 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2072 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2073 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2074 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2075 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2076 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2077 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2078 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2079 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2080 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2081 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2082 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2083 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2084 break;
2085 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2086 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2087 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2088 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2089 if (op == WINED3DTOP_SELECTARG1) {
2090 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2091 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2092 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2093 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2094 } else {
2095 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2096 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2097 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2098 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2100 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2101 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2102 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2103 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2104 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2105 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2106 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2107 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2108 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2109 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2110 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2111 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2112 break;
2114 case WINED3DTOP_MODULATE:
2115 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2116 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2117 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2118 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2119 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2120 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2121 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2122 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2123 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2124 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2125 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2126 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2127 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2128 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2129 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2130 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2131 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2132 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2133 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2134 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2135 break;
2136 case WINED3DTOP_MODULATE2X:
2137 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2138 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2139 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2140 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2141 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2142 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2143 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2144 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2145 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2146 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2147 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2148 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2149 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2150 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2151 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2152 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2153 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2154 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2155 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2156 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2157 break;
2158 case WINED3DTOP_MODULATE4X:
2159 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2160 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2161 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2162 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2163 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2164 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2165 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2166 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2167 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2168 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2169 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2170 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2171 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2172 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2173 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2174 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2175 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2176 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2177 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2178 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2179 break;
2181 case WINED3DTOP_ADD:
2182 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2183 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2184 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2185 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2186 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2187 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2188 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2189 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2190 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2191 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2192 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2193 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2194 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2195 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2196 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2197 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2198 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2199 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2200 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2201 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2202 break;
2204 case WINED3DTOP_ADDSIGNED:
2205 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2206 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2207 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2208 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2209 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2210 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2211 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2212 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2213 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2214 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2215 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2216 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2217 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2218 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2219 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2220 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2221 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2222 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2223 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2224 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2225 break;
2227 case WINED3DTOP_ADDSIGNED2X:
2228 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2229 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2230 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2231 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2232 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2233 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2234 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2235 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2236 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2237 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2238 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2239 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2240 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2241 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2242 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2243 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2244 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2245 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2246 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2247 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2248 break;
2250 case WINED3DTOP_ADDSMOOTH:
2251 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2252 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2253 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2254 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2255 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2256 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2257 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2258 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2259 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2260 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2261 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2262 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2263 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2264 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2265 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2266 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2267 switch (opr1) {
2268 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2269 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2270 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2271 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2273 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2274 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2275 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2276 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2277 break;
2279 case WINED3DTOP_BLENDDIFFUSEALPHA:
2280 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2281 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2282 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2283 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2284 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2285 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2286 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2287 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2288 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2289 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2290 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2291 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2292 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2293 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2294 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2295 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2296 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2297 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2298 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2299 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2300 break;
2301 case WINED3DTOP_BLENDTEXTUREALPHA:
2302 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2303 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2304 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2305 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2306 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2307 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2308 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2309 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2310 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2311 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2312 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2313 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2314 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2315 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2316 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2317 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2318 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2319 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2320 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2321 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2322 break;
2323 case WINED3DTOP_BLENDFACTORALPHA:
2324 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2325 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2326 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2327 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2328 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2329 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2330 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2331 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2332 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2333 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2334 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2335 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2336 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2337 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2338 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2339 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2340 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2341 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2342 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2343 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2344 break;
2345 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2346 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2347 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2348 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2349 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2350 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2351 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2352 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2353 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2354 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2355 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2356 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2357 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2358 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2359 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2360 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2361 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2362 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2363 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2364 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2365 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2366 break;
2367 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2368 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2369 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2370 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2371 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2372 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2373 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2374 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2375 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2376 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2377 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2378 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2379 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2380 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2381 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2382 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2383 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2384 switch (opr) {
2385 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2386 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2388 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2389 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2390 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2391 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2392 break;
2393 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2394 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2395 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2396 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2397 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2398 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2399 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2400 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2401 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2402 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2403 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2404 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2405 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2406 switch (opr1) {
2407 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2408 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2410 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2411 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2412 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2413 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2414 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2415 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2416 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2417 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2418 break;
2419 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
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, GL_ZERO);
2427 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2428 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2429 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2430 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2431 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2432 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2433 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2434 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2435 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2436 switch (opr1) {
2437 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2438 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2439 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2440 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2442 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2443 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2444 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2445 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2446 break;
2447 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2448 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2449 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2450 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2451 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2452 switch (opr1) {
2453 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2454 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2455 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2456 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2458 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2459 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2460 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2461 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2462 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2463 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2464 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2465 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2466 switch (opr1) {
2467 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2468 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2470 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2471 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2472 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2473 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2474 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2475 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2476 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2477 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2478 break;
2479 case WINED3DTOP_MULTIPLYADD:
2480 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2481 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2482 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2483 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2484 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2485 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2486 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2487 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2488 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2489 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2490 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2491 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2492 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2493 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2494 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2495 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2496 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2497 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2498 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2499 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2500 break;
2502 case WINED3DTOP_BUMPENVMAP:
2506 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2507 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2509 default:
2510 Handled = FALSE;
2512 if (Handled) {
2513 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2514 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2516 return;
2518 } /* GL_NV_texture_env_combine4 */
2520 Handled = TRUE; /* Again, assume handled */
2521 switch (op) {
2522 case WINED3DTOP_DISABLE: /* Only for alpha */
2523 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2524 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2525 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2526 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2527 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2528 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2529 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2530 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2531 break;
2532 case WINED3DTOP_SELECTARG1:
2533 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2534 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2535 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2536 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2537 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2538 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2539 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2540 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2541 break;
2542 case WINED3DTOP_SELECTARG2:
2543 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2544 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2545 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2546 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2547 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2548 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2549 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2550 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2551 break;
2552 case WINED3DTOP_MODULATE:
2553 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2554 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2555 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2556 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2557 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2558 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2559 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2560 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2561 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2562 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2563 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2564 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2565 break;
2566 case WINED3DTOP_MODULATE2X:
2567 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2568 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2569 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2570 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2571 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2572 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2573 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2574 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2575 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2576 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2577 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2578 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2579 break;
2580 case WINED3DTOP_MODULATE4X:
2581 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2582 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2583 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2584 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2585 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2586 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2587 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2588 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2589 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2590 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2591 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2592 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2593 break;
2594 case WINED3DTOP_ADD:
2595 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2596 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2597 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2598 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2599 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2600 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2601 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2602 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2603 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2604 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2605 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2606 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2607 break;
2608 case WINED3DTOP_ADDSIGNED:
2609 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2610 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2611 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2612 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2613 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2614 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2615 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2616 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2617 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2618 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2619 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2620 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2621 break;
2622 case WINED3DTOP_ADDSIGNED2X:
2623 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2624 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2625 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2626 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2627 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2628 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2629 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2630 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2631 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2632 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2633 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2634 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2635 break;
2636 case WINED3DTOP_SUBTRACT:
2637 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2639 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2640 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2641 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2642 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2643 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2644 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2645 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2646 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2647 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2648 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2649 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2650 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2651 } else {
2652 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2654 break;
2656 case WINED3DTOP_BLENDDIFFUSEALPHA:
2657 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2658 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2659 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2660 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2661 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2662 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2663 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2664 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2665 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2666 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2667 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2668 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2669 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2670 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2671 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2672 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2673 break;
2674 case WINED3DTOP_BLENDTEXTUREALPHA:
2675 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2676 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2677 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2678 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2679 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2680 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2681 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2682 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2683 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2684 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2685 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2686 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2687 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2688 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2689 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2690 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2691 break;
2692 case WINED3DTOP_BLENDFACTORALPHA:
2693 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2694 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2695 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2696 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2697 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2698 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2699 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2700 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2701 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2702 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2703 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2704 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2705 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2706 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2707 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2708 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2709 break;
2710 case WINED3DTOP_BLENDCURRENTALPHA:
2711 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2712 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2713 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2714 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2715 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2716 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2717 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2718 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2719 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2720 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2721 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2722 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2723 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2724 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2725 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2726 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2727 break;
2728 case WINED3DTOP_DOTPRODUCT3:
2729 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2731 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2732 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2734 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2736 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2737 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2738 } else {
2739 FIXME("This version of opengl does not support GL_DOT3\n");
2741 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2742 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2743 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2744 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2745 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2746 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2747 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2748 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2749 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2750 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2751 break;
2752 case WINED3DTOP_LERP:
2753 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2754 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2755 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2756 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2757 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2758 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2759 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2760 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2761 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2762 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2763 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2764 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2765 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2766 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2767 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2768 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2769 break;
2770 case WINED3DTOP_ADDSMOOTH:
2771 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2773 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2774 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2775 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2776 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2777 switch (opr1) {
2778 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2779 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2780 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2781 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2783 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2784 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2785 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2786 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2787 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2788 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2789 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2790 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2791 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2792 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2793 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2794 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2795 } else
2796 Handled = FALSE;
2797 break;
2798 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2799 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2801 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2802 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2803 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2804 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2805 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2806 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2807 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2808 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2809 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2810 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2811 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2812 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2813 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2814 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2815 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2816 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2817 } else
2818 Handled = FALSE;
2819 break;
2820 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2821 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2823 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2824 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2825 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2826 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2827 switch (opr1) {
2828 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2829 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2830 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2831 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2833 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2834 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2835 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2836 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2837 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2838 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2839 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2840 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2841 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2842 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2843 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2844 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2845 } else
2846 Handled = FALSE;
2847 break;
2848 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2849 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2851 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2852 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2853 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2854 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2855 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2856 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2857 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2858 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2859 switch (opr1) {
2860 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2861 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2862 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2863 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2865 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2866 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2867 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2868 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2869 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2870 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2871 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2872 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2873 } else
2874 Handled = FALSE;
2875 break;
2876 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2877 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2879 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2880 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2881 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2882 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2883 switch (opr1) {
2884 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2885 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2886 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2887 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2889 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2890 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2891 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2892 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2893 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2894 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2895 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2896 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2897 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2898 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2899 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2900 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2901 } else
2902 Handled = FALSE;
2903 break;
2904 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2905 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2907 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2908 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2909 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2910 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2911 switch (opr1) {
2912 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2913 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2914 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2915 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2917 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2918 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2919 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2920 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2921 switch (opr1) {
2922 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2923 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2924 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2925 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2927 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2928 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2929 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2930 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2931 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2932 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2933 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2934 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2935 } else
2936 Handled = FALSE;
2937 break;
2938 case WINED3DTOP_MULTIPLYADD:
2939 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2941 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2942 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2943 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2944 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2945 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2946 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2947 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2948 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2949 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2950 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2951 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2952 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2953 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2954 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2955 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2956 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2957 } else
2958 Handled = FALSE;
2959 break;
2960 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2961 case WINED3DTOP_BUMPENVMAP:
2962 if (gl_info->supported[NV_TEXTURE_SHADER2])
2964 /* Technically texture shader support without register combiners is possible, but not expected to occur
2965 * on real world cards, so for now a fixme should be enough
2967 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2969 default:
2970 Handled = FALSE;
2973 if (Handled) {
2974 BOOL combineOK = TRUE;
2975 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2977 DWORD op2;
2979 if (isAlpha)
2980 op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
2981 else
2982 op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
2984 /* Note: If COMBINE4 in effect can't go back to combine! */
2985 switch (op2) {
2986 case WINED3DTOP_ADDSMOOTH:
2987 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2988 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2989 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2990 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2991 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2992 case WINED3DTOP_MULTIPLYADD:
2993 /* Ignore those implemented in both cases */
2994 switch (op) {
2995 case WINED3DTOP_SELECTARG1:
2996 case WINED3DTOP_SELECTARG2:
2997 combineOK = FALSE;
2998 Handled = FALSE;
2999 break;
3000 default:
3001 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3002 return;
3007 if (combineOK)
3009 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3010 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3012 return;
3016 /* After all the extensions, if still unhandled, report fixme */
3017 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3021 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3023 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3024 const struct wined3d_device *device = context->swapchain->device;
3025 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3026 DWORD mapped_stage = device->texUnitMap[stage];
3027 const struct wined3d_gl_info *gl_info = context->gl_info;
3029 TRACE("Setting color op for stage %d\n", stage);
3031 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3032 if (use_ps(state)) return;
3034 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3036 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3038 if (tex_used && mapped_stage >= gl_info->limits.textures)
3040 FIXME("Attempt to enable unsupported stage!\n");
3041 return;
3043 context_active_texture(context, gl_info, mapped_stage);
3046 if (stage >= state->lowest_disabled_stage)
3048 TRACE("Stage disabled\n");
3049 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3051 /* Disable everything here */
3052 glDisable(GL_TEXTURE_2D);
3053 checkGLcall("glDisable(GL_TEXTURE_2D)");
3054 glDisable(GL_TEXTURE_3D);
3055 checkGLcall("glDisable(GL_TEXTURE_3D)");
3056 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3058 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3059 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3061 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3063 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3064 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3067 /* All done */
3068 return;
3071 /* The sampler will also activate the correct texture dimensions, so no
3072 * need to do it here if the sampler for this stage is dirty. */
3073 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3074 texture_activate_dimensions(state->textures[stage], gl_info);
3076 set_tex_op(gl_info, state, FALSE, stage,
3077 state->texture_states[stage][WINED3DTSS_COLOROP],
3078 state->texture_states[stage][WINED3DTSS_COLORARG1],
3079 state->texture_states[stage][WINED3DTSS_COLORARG2],
3080 state->texture_states[stage][WINED3DTSS_COLORARG0]);
3083 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3085 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3086 const struct wined3d_device *device = context->swapchain->device;
3087 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3088 DWORD mapped_stage = device->texUnitMap[stage];
3089 const struct wined3d_gl_info *gl_info = context->gl_info;
3090 DWORD op, arg1, arg2, arg0;
3092 TRACE("Setting alpha op for stage %d\n", stage);
3093 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3094 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3096 if (tex_used && mapped_stage >= gl_info->limits.textures)
3098 FIXME("Attempt to enable unsupported stage!\n");
3099 return;
3101 context_active_texture(context, gl_info, mapped_stage);
3104 op = state->texture_states[stage][WINED3DTSS_ALPHAOP];
3105 arg1 = state->texture_states[stage][WINED3DTSS_ALPHAARG1];
3106 arg2 = state->texture_states[stage][WINED3DTSS_ALPHAARG2];
3107 arg0 = state->texture_states[stage][WINED3DTSS_ALPHAARG0];
3109 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !stage && state->textures[0])
3111 struct wined3d_texture *texture = state->textures[0];
3112 GLenum texture_dimensions = texture->target;
3114 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3116 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3118 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3120 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3121 * properly. On the other hand applications can still use texture combiners apparently. This code
3122 * takes care that apps cannot remove the texture's alpha channel entirely.
3124 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3125 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3126 * and alpha component of diffuse color to draw things like translucent text and perform other
3127 * blending effects.
3129 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3130 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3131 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3132 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3133 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3134 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3135 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3136 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3137 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3138 * alpha.
3140 * What to do with multitexturing? So far no app has been found that uses color keying with
3141 * multitexturing */
3142 if (op == WINED3DTOP_DISABLE)
3144 arg1 = WINED3DTA_TEXTURE;
3145 op = WINED3DTOP_SELECTARG1;
3147 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3149 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3151 arg2 = WINED3DTA_TEXTURE;
3152 op = WINED3DTOP_MODULATE;
3154 else arg1 = WINED3DTA_TEXTURE;
3156 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3158 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3160 arg1 = WINED3DTA_TEXTURE;
3161 op = WINED3DTOP_MODULATE;
3163 else arg2 = WINED3DTA_TEXTURE;
3169 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3170 * this if block here, and the other code(color keying, texture unit selection) are the same
3172 TRACE("Setting alpha op for stage %d\n", stage);
3173 if (gl_info->supported[NV_REGISTER_COMBINERS])
3175 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3176 mapped_stage, state->texture_states[stage][WINED3DTSS_RESULTARG]);
3178 else
3180 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3184 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3186 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3187 const struct wined3d_device *device = context->swapchain->device;
3188 const struct wined3d_gl_info *gl_info = context->gl_info;
3189 DWORD mapped_stage = device->texUnitMap[texUnit];
3190 BOOL generated;
3191 int coordIdx;
3193 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3194 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3196 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3197 return;
3200 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3201 if (mapped_stage >= gl_info->limits.textures) return;
3203 context_active_texture(context, gl_info, mapped_stage);
3204 generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3205 coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3207 set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3208 state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3209 generated, context->last_was_rhw,
3210 device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3211 ? device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3212 : WINED3DFMT_UNKNOWN,
3213 device->frag_pipe->ffp_proj_control);
3215 /* The sampler applying function calls us if this changes */
3216 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3218 if(generated) {
3219 FIXME("Non-power2 texture being used with generated texture coords\n");
3221 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3222 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3223 if (!use_ps(state))
3225 TRACE("Non power two matrix multiply fixup\n");
3226 glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3231 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3233 unsigned int texture_idx;
3235 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3237 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3238 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3242 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3243 GLuint *curVBO, const struct wined3d_state *state)
3245 const struct wined3d_device *device = context->swapchain->device;
3246 const struct wined3d_gl_info *gl_info = context->gl_info;
3247 unsigned int mapped_stage = 0;
3248 unsigned int textureNo = 0;
3250 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3252 int coordIdx = state->texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3254 mapped_stage = device->texUnitMap[textureNo];
3255 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3257 if (mapped_stage >= gl_info->limits.texture_coords)
3259 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3260 continue;
3263 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3265 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3267 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3268 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3270 if (*curVBO != e->data.buffer_object)
3272 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
3273 checkGLcall("glBindBufferARB");
3274 *curVBO = e->data.buffer_object;
3277 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3278 checkGLcall("glClientActiveTextureARB");
3280 /* The coords to supply depend completely on the fvf / vertex shader */
3281 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3282 e->data.addr + state->load_base_vertex_index * e->stride);
3283 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3285 else
3287 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3290 if (gl_info->supported[NV_REGISTER_COMBINERS])
3292 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3293 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3295 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3299 checkGLcall("loadTexCoords");
3302 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3304 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3305 const struct wined3d_device *device = context->swapchain->device;
3306 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3307 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3308 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3309 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3310 const struct wined3d_gl_info *gl_info = context->gl_info;
3311 DWORD mapped_stage = device->texUnitMap[stage];
3313 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3315 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3316 return;
3319 if (mapped_stage >= gl_info->limits.fragment_samplers)
3321 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3322 return;
3324 context_active_texture(context, gl_info, mapped_stage);
3326 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3328 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3329 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3330 * means use the vertex position (camera-space) as the input texture coordinates
3331 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3332 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3333 * to the TEXCOORDINDEX value
3335 switch (state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3337 case WINED3DTSS_TCI_PASSTHRU:
3338 /* Use the specified texture coordinates contained within the
3339 * vertex format. This value resolves to zero. */
3340 glDisable(GL_TEXTURE_GEN_S);
3341 glDisable(GL_TEXTURE_GEN_T);
3342 glDisable(GL_TEXTURE_GEN_R);
3343 glDisable(GL_TEXTURE_GEN_Q);
3344 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3345 break;
3347 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3348 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3349 * as the input texture coordinates for this stage's texture transformation. This
3350 * equates roughly to EYE_LINEAR */
3352 glMatrixMode(GL_MODELVIEW);
3353 glPushMatrix();
3354 glLoadIdentity();
3355 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3356 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3357 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3358 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3359 glPopMatrix();
3360 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3362 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3363 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3364 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3365 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3367 glEnable(GL_TEXTURE_GEN_S);
3368 glEnable(GL_TEXTURE_GEN_T);
3369 glEnable(GL_TEXTURE_GEN_R);
3370 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3372 break;
3374 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3375 /* Note that NV_TEXGEN_REFLECTION support is implied when
3376 * ARB_TEXTURE_CUBE_MAP is supported */
3377 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3379 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3380 break;
3383 glMatrixMode(GL_MODELVIEW);
3384 glPushMatrix();
3385 glLoadIdentity();
3386 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3387 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3388 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3389 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3390 glPopMatrix();
3391 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3393 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3394 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3395 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3396 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3398 glEnable(GL_TEXTURE_GEN_S);
3399 glEnable(GL_TEXTURE_GEN_T);
3400 glEnable(GL_TEXTURE_GEN_R);
3401 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3403 break;
3405 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3406 /* Note that NV_TEXGEN_REFLECTION support is implied when
3407 * ARB_TEXTURE_CUBE_MAP is supported */
3408 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3410 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3411 break;
3414 glMatrixMode(GL_MODELVIEW);
3415 glPushMatrix();
3416 glLoadIdentity();
3417 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3418 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3419 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3420 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3421 glPopMatrix();
3422 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3424 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3425 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3426 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3427 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3429 glEnable(GL_TEXTURE_GEN_S);
3430 glEnable(GL_TEXTURE_GEN_T);
3431 glEnable(GL_TEXTURE_GEN_R);
3432 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3434 break;
3436 case WINED3DTSS_TCI_SPHEREMAP:
3437 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3438 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3439 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3441 glEnable(GL_TEXTURE_GEN_S);
3442 glEnable(GL_TEXTURE_GEN_T);
3443 glDisable(GL_TEXTURE_GEN_R);
3444 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3446 break;
3448 default:
3449 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3450 state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3451 glDisable(GL_TEXTURE_GEN_S);
3452 glDisable(GL_TEXTURE_GEN_T);
3453 glDisable(GL_TEXTURE_GEN_R);
3454 glDisable(GL_TEXTURE_GEN_Q);
3455 checkGLcall("Disable texgen.");
3457 break;
3460 /* Update the texture matrix. */
3461 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage)))
3462 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS));
3464 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3465 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3466 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3467 * and do all the things linked to it
3468 * TODO: Tidy that up to reload only the arrays of the changed unit
3470 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3472 unload_tex_coords(gl_info);
3473 load_tex_coords(context, &device->strided_streams, &curVBO, state);
3477 static void tex_bumpenvlscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3479 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3480 const struct wined3d_shader *ps = state->pixel_shader;
3482 if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
3484 /* The pixel shader has to know the luminance scale. Do a constants
3485 * update if it isn't scheduled anyway. */
3486 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3487 && !isStateDirty(context, STATE_PIXELSHADER))
3488 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3492 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3494 const DWORD sampler = state_id - STATE_SAMPLER(0);
3495 const struct wined3d_texture *texture = state->textures[sampler];
3497 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3499 if(!texture) return;
3500 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3501 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3502 * scaling is reapplied or removed, the texture matrix has to be reapplied
3504 * The mapped stage is already active because the sampler() function below, which is part of the
3505 * misc pipeline
3507 if (sampler < MAX_TEXTURES)
3509 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3511 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3513 const struct wined3d_device *device = context->swapchain->device;
3515 if (texIsPow2)
3516 context->lastWasPow2Texture |= 1 << sampler;
3517 else
3518 context->lastWasPow2Texture &= ~(1 << sampler);
3520 transform_texture(context, state,
3521 STATE_TEXTURESTAGE(device->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS));
3526 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3528 const struct wined3d_device *device = context->swapchain->device;
3529 DWORD sampler = state_id - STATE_SAMPLER(0);
3530 DWORD mapped_stage = device->texUnitMap[sampler];
3531 const struct wined3d_gl_info *gl_info = context->gl_info;
3532 union {
3533 float f;
3534 DWORD d;
3535 } tmpvalue;
3537 TRACE("Sampler: %d\n", sampler);
3538 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3539 * only has to bind textures and set the per texture states
3542 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3544 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3545 return;
3548 if (mapped_stage >= gl_info->limits.combined_samplers)
3550 return;
3552 context_active_texture(context, gl_info, mapped_stage);
3554 if (state->textures[sampler])
3556 struct wined3d_texture *texture = state->textures[sampler];
3557 BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3559 texture->texture_ops->texture_bind(texture, context, srgb);
3560 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3562 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3564 tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3565 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3566 GL_TEXTURE_LOD_BIAS_EXT,
3567 tmpvalue.f);
3568 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3571 if (!use_ps(state) && sampler < state->lowest_disabled_stage)
3573 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3575 /* If color keying is enabled update the alpha test, it
3576 * depends on the existence of a color key in stage 0. */
3577 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3581 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3582 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3583 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
3585 else
3587 if (sampler < state->lowest_disabled_stage)
3589 /* TODO: What should I do with pixel shaders here ??? */
3590 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3592 /* If color keying is enabled update the alpha test, it
3593 * depends on the existence of a color key in stage 0. */
3594 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3596 } /* Otherwise tex_colorop disables the stage */
3597 context_bind_texture(context, GL_NONE, 0);
3601 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3603 const struct wined3d_device *device = context->swapchain->device;
3604 BOOL use_vshader = use_vs(state);
3605 BOOL use_pshader = use_ps(state);
3606 unsigned int i;
3608 if (use_pshader)
3610 if (!context->last_was_pshader)
3612 /* Former draw without a pixel shader, some samplers may be
3613 * disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3614 * make sure to enable them. */
3615 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3617 if (!isStateDirty(context, STATE_SAMPLER(i)))
3618 sampler(context, state, STATE_SAMPLER(i));
3620 context->last_was_pshader = TRUE;
3622 else
3624 /* Otherwise all samplers were activated by the code above in
3625 * earlier draws, or by sampler() if a different texture was
3626 * bound. I don't have to do anything. */
3629 else
3631 /* Disabled the pixel shader - color ops weren't applied while it was
3632 * enabled, so re-apply them. */
3633 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3635 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3636 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3638 context->last_was_pshader = FALSE;
3641 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
3643 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3645 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
3646 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
3650 static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3652 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3653 const struct wined3d_shader *ps = state->pixel_shader;
3655 if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
3657 /* The pixel shader has to know the bump env matrix. Do a constants
3658 * update if it isn't scheduled anyway. */
3659 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3660 && !isStateDirty(context, STATE_PIXELSHADER))
3661 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3665 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3667 /* This function is called by transform_view below if the view matrix was changed too
3669 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3670 * does not always update the world matrix, only on a switch between transformed
3671 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3672 * draw, but that should be rather rare and cheaper in total.
3674 glMatrixMode(GL_MODELVIEW);
3675 checkGLcall("glMatrixMode");
3677 if(context->last_was_rhw) {
3678 glLoadIdentity();
3679 checkGLcall("glLoadIdentity()");
3681 else
3683 /* In the general case, the view matrix is the identity matrix */
3684 if (context->swapchain->device->view_ident)
3686 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3687 checkGLcall("glLoadMatrixf");
3689 else
3691 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3692 checkGLcall("glLoadMatrixf");
3693 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3694 checkGLcall("glMultMatrixf");
3699 static void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3701 UINT index = state_id - STATE_CLIPPLANE(0);
3703 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3705 return;
3708 glMatrixMode(GL_MODELVIEW);
3709 glPushMatrix();
3711 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3712 if (!use_vs(state))
3713 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3714 else
3715 /* with vertex shaders, clip planes are not transformed in direct3d,
3716 * in OpenGL they are still transformed by the model view.
3718 glLoadIdentity();
3720 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3721 state->clip_planes[index][0],
3722 state->clip_planes[index][1],
3723 state->clip_planes[index][2],
3724 state->clip_planes[index][3]);
3725 glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3726 checkGLcall("glClipPlane");
3728 glPopMatrix();
3731 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3733 UINT matrix = state_id - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3734 GLenum glMat;
3735 TRACE("Setting world matrix %d\n", matrix);
3737 if (matrix >= context->gl_info->limits.blends)
3739 WARN("Unsupported blend matrix set\n");
3740 return;
3741 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3742 return;
3745 /* GL_MODELVIEW0_ARB: 0x1700
3746 * GL_MODELVIEW1_ARB: 0x850a
3747 * GL_MODELVIEW2_ARB: 0x8722
3748 * GL_MODELVIEW3_ARB: 0x8723
3749 * etc
3750 * GL_MODELVIEW31_ARB: 0x873F
3752 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3753 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3755 glMatrixMode(glMat);
3756 checkGLcall("glMatrixMode(glMat)");
3758 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3759 * matrices while gl uses only 2. To avoid weighting the view matrix
3760 * incorrectly it has to be multiplied into every GL modelview matrix. */
3761 if (context->swapchain->device->view_ident)
3763 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3764 checkGLcall("glLoadMatrixf");
3766 else
3768 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3769 checkGLcall("glLoadMatrixf");
3770 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3771 checkGLcall("glMultMatrixf");
3775 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3777 WINED3DVERTEXBLENDFLAGS f = state->render_states[WINED3DRS_VERTEXBLEND];
3778 static unsigned int once;
3780 if (f == WINED3DVBF_DISABLE) return;
3782 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3783 else WARN("Vertex blend flags %#x not supported.\n", f);
3786 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3788 WINED3DVERTEXBLENDFLAGS val = state->render_states[WINED3DRS_VERTEXBLEND];
3789 struct wined3d_device *device = context->swapchain->device;
3790 const struct wined3d_gl_info *gl_info = context->gl_info;
3791 static unsigned int once;
3793 switch(val) {
3794 case WINED3DVBF_1WEIGHTS:
3795 case WINED3DVBF_2WEIGHTS:
3796 case WINED3DVBF_3WEIGHTS:
3797 glEnable(GL_VERTEX_BLEND_ARB);
3798 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3800 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3801 * This is enabled at context creation with enabling
3802 * GL_WEIGHT_SUM_UNITY_ARB. */
3803 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3DRS_VERTEXBLEND] + 1));
3805 if (!device->vertexBlendUsed)
3807 unsigned int i;
3808 for (i = 1; i < gl_info->limits.blends; ++i)
3810 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3811 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)));
3813 device->vertexBlendUsed = TRUE;
3815 break;
3817 case WINED3DVBF_TWEENING:
3818 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3819 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3820 else WARN("Vertex blend flags %#x not supported.\n", val);
3821 /* Fall through. */
3822 case WINED3DVBF_DISABLE:
3823 glDisable(GL_VERTEX_BLEND_ARB);
3824 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3825 break;
3829 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3831 const struct wined3d_gl_info *gl_info = context->gl_info;
3832 const struct wined3d_light_info *light = NULL;
3833 unsigned int k;
3835 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3836 * NOTE: We have to reset the positions even if the light/plane is not currently
3837 * enabled, since the call to enable it will not reset the position.
3838 * NOTE2: Apparently texture transforms do NOT need reapplying
3841 glMatrixMode(GL_MODELVIEW);
3842 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3843 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3844 checkGLcall("glLoadMatrixf(...)");
3846 /* Reset lights. TODO: Call light apply func */
3847 for (k = 0; k < gl_info->limits.lights; ++k)
3849 if (!(light = state->lights[k]))
3850 continue;
3851 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3852 checkGLcall("glLightfv posn");
3853 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3854 checkGLcall("glLightfv dirn");
3857 /* Reset Clipping Planes */
3858 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3860 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3861 clipplane(context, state, STATE_CLIPPLANE(k));
3864 if(context->last_was_rhw) {
3865 glLoadIdentity();
3866 checkGLcall("glLoadIdentity()");
3867 /* No need to update the world matrix, the identity is fine */
3868 return;
3871 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3872 * No need to do it here if the state is scheduled for update. */
3873 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
3874 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
3876 /* Avoid looping over a number of matrices if the app never used the functionality */
3877 if (context->swapchain->device->vertexBlendUsed)
3879 for (k = 1; k < gl_info->limits.blends; ++k)
3881 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k))))
3882 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)));
3887 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3889 glMatrixMode(GL_PROJECTION);
3890 checkGLcall("glMatrixMode(GL_PROJECTION)");
3891 glLoadIdentity();
3892 checkGLcall("glLoadIdentity");
3894 if (context->last_was_rhw)
3896 double x = state->viewport.X;
3897 double y = state->viewport.Y;
3898 double w = state->viewport.Width;
3899 double h = state->viewport.Height;
3901 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3902 if (context->render_offscreen)
3903 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3904 else
3905 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3906 checkGLcall("glOrtho");
3908 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3909 * render everything upside down when rendering offscreen. */
3910 if (context->render_offscreen)
3912 glScalef(1.0f, -1.0f, 1.0f);
3913 checkGLcall("glScalef");
3916 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3917 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3918 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3920 else
3922 /* The rule is that the window coordinate 0 does not correspond to the
3923 beginning of the first pixel, but the center of the first pixel.
3924 As a consequence if you want to correctly draw one line exactly from
3925 the left to the right end of the viewport (with all matrices set to
3926 be identity), the x coords of both ends of the line would be not
3927 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3928 instead.
3930 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3931 divide by the Width/Height, so we need the half range(1.0) to translate by
3932 half a pixel.
3934 The other fun is that d3d's output z range after the transformation is [0;1],
3935 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3936 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3937 of Z buffer precision and the clear values do not match in the z test. Thus scale
3938 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3942 * Careful with the order of operations here, we're essentially working backwards:
3943 * x = x + 1/w;
3944 * y = (y - 1/h) * flip;
3945 * z = z * 2 - 1;
3947 * Becomes:
3948 * glTranslatef(0.0, 0.0, -1.0);
3949 * glScalef(1.0, 1.0, 2.0);
3951 * glScalef(1.0, flip, 1.0);
3952 * glTranslatef(1/w, -1/h, 0.0);
3954 * This is equivalent to:
3955 * glTranslatef(1/w, -flip/h, -1.0)
3956 * glScalef(1.0, flip, 2.0);
3959 /* Translate by slightly less than a half pixel to force a top-left
3960 * filling convention. We want the difference to be large enough that
3961 * it doesn't get lost due to rounding inside the driver, but small
3962 * enough to prevent it from interfering with any anti-aliasing. */
3963 GLfloat xoffset = (63.0f / 64.0f) / state->viewport.Width;
3964 GLfloat yoffset = -(63.0f / 64.0f) / state->viewport.Height;
3966 if (context->render_offscreen)
3968 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3969 * render everything upside down when rendering offscreen. */
3970 glTranslatef(xoffset, -yoffset, -1.0f);
3971 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3972 glScalef(1.0f, -1.0f, 2.0f);
3973 } else {
3974 glTranslatef(xoffset, yoffset, -1.0f);
3975 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3976 glScalef(1.0f, 1.0f, 2.0f);
3978 checkGLcall("glScalef");
3980 glMultMatrixf(&state->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3981 checkGLcall("glLoadMatrixf");
3985 /* This should match any arrays loaded in load_vertex_data.
3986 * TODO: Only load / unload arrays if we have to. */
3987 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3989 glDisableClientState(GL_VERTEX_ARRAY);
3990 glDisableClientState(GL_NORMAL_ARRAY);
3991 glDisableClientState(GL_COLOR_ARRAY);
3992 if (gl_info->supported[EXT_SECONDARY_COLOR])
3994 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3996 if (gl_info->supported[ARB_VERTEX_BLEND])
3998 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4000 unload_tex_coords(gl_info);
4003 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4005 const struct wined3d_gl_info *gl_info = context->gl_info;
4007 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4008 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4010 context->numbered_array_mask &= ~(1 << i);
4013 /* This should match any arrays loaded in loadNumberedArrays
4014 * TODO: Only load / unload arrays if we have to. */
4015 static void unload_numbered_arrays(struct wined3d_context *context)
4017 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4018 int i;
4020 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
4021 unload_numbered_array(context, i);
4025 static void load_numbered_arrays(struct wined3d_context *context,
4026 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4028 struct wined3d_device *device = context->swapchain->device;
4029 const struct wined3d_gl_info *gl_info = context->gl_info;
4030 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4031 int i;
4033 /* Default to no instancing */
4034 device->instancedDraw = FALSE;
4036 for (i = 0; i < MAX_ATTRIBS; i++)
4038 const struct wined3d_stream_state *stream;
4040 if (!(stream_info->use_map & (1 << i)))
4042 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4043 continue;
4046 stream = &state->streams[stream_info->elements[i].stream_idx];
4048 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4049 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4051 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4052 device->instancedDraw = TRUE;
4053 continue;
4056 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4058 if (stream_info->elements[i].stride)
4060 if (curVBO != stream_info->elements[i].data.buffer_object)
4062 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object));
4063 checkGLcall("glBindBufferARB");
4064 curVBO = stream_info->elements[i].data.buffer_object;
4066 /* Use the VBO to find out if a vertex buffer exists, not the vb
4067 * pointer. vb can point to a user pointer data blob. In that case
4068 * curVBO will be 0. If there is a vertex buffer but no vbo we
4069 * won't be load converted attributes anyway. */
4070 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4071 stream_info->elements[i].format->gl_vtx_type,
4072 stream_info->elements[i].format->gl_normalized,
4073 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4074 + state->load_base_vertex_index * stream_info->elements[i].stride));
4076 if (!(context->numbered_array_mask & (1 << i)))
4078 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4079 context->numbered_array_mask |= (1 << i);
4082 else
4084 /* Stride = 0 means always the same values.
4085 * glVertexAttribPointerARB doesn't do that. Instead disable the
4086 * pointer and set up the attribute statically. But we have to
4087 * figure out the system memory address. */
4088 const BYTE *ptr = stream_info->elements[i].data.addr;
4089 if (stream_info->elements[i].data.buffer_object)
4091 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, gl_info);
4094 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4096 switch (stream_info->elements[i].format->id)
4098 case WINED3DFMT_R32_FLOAT:
4099 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4100 break;
4101 case WINED3DFMT_R32G32_FLOAT:
4102 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4103 break;
4104 case WINED3DFMT_R32G32B32_FLOAT:
4105 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4106 break;
4107 case WINED3DFMT_R32G32B32A32_FLOAT:
4108 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4109 break;
4111 case WINED3DFMT_R8G8B8A8_UINT:
4112 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4113 break;
4114 case WINED3DFMT_B8G8R8A8_UNORM:
4115 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4117 const DWORD *src = (const DWORD *)ptr;
4118 DWORD c = *src & 0xff00ff00;
4119 c |= (*src & 0xff0000) >> 16;
4120 c |= (*src & 0xff) << 16;
4121 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4122 break;
4124 /* else fallthrough */
4125 case WINED3DFMT_R8G8B8A8_UNORM:
4126 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4127 break;
4129 case WINED3DFMT_R16G16_SINT:
4130 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4131 break;
4132 case WINED3DFMT_R16G16B16A16_SINT:
4133 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4134 break;
4136 case WINED3DFMT_R16G16_SNORM:
4138 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4139 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4140 break;
4142 case WINED3DFMT_R16G16_UNORM:
4144 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4145 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4146 break;
4148 case WINED3DFMT_R16G16B16A16_SNORM:
4149 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4150 break;
4151 case WINED3DFMT_R16G16B16A16_UNORM:
4152 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4153 break;
4155 case WINED3DFMT_R10G10B10A2_UINT:
4156 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4157 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4158 break;
4159 case WINED3DFMT_R10G10B10A2_SNORM:
4160 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4161 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4162 break;
4164 case WINED3DFMT_R16G16_FLOAT:
4165 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4166 * byte float according to the IEEE standard
4168 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4169 break;
4170 case WINED3DFMT_R16G16B16A16_FLOAT:
4171 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4172 break;
4174 default:
4175 ERR("Unexpected declaration in stride 0 attributes\n");
4176 break;
4181 checkGLcall("Loading numbered arrays");
4184 static void load_vertex_data(const struct wined3d_context *context,
4185 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4187 struct wined3d_device *device = context->swapchain->device;
4188 const struct wined3d_gl_info *gl_info = context->gl_info;
4189 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4190 const struct wined3d_stream_info_element *e;
4192 TRACE("Using fast vertex array code\n");
4194 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4195 device->instancedDraw = FALSE;
4197 /* Blend Data ---------------------------------------------- */
4198 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4199 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4201 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4203 if (gl_info->supported[ARB_VERTEX_BLEND])
4205 TRACE("Blend %u %p %u\n", e->format->component_count,
4206 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4208 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4209 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4211 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4213 if (curVBO != e->data.buffer_object)
4215 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4216 checkGLcall("glBindBufferARB");
4217 curVBO = e->data.buffer_object;
4220 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4221 e->format->gl_vtx_format,
4222 e->format->gl_vtx_type,
4223 e->stride,
4224 e->data.addr + state->load_base_vertex_index * e->stride);
4225 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4226 e->data.addr + state->load_base_vertex_index * e->stride));
4228 checkGLcall("glWeightPointerARB");
4230 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4232 static BOOL warned;
4233 if (!warned)
4235 FIXME("blendMatrixIndices support\n");
4236 warned = TRUE;
4239 } else {
4240 /* TODO: support blends in drawStridedSlow
4241 * No need to write a FIXME here, this is done after the general vertex decl decoding
4243 WARN("unsupported blending in openGl\n");
4246 else
4248 if (gl_info->supported[ARB_VERTEX_BLEND])
4250 static const GLbyte one = 1;
4251 GL_EXTCALL(glWeightbvARB(1, &one));
4252 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4256 /* Point Size ----------------------------------------------*/
4257 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4259 /* no such functionality in the fixed function GL pipeline */
4260 TRACE("Cannot change ptSize here in openGl\n");
4261 /* TODO: Implement this function in using shaders if they are available */
4264 /* Vertex Pointers -----------------------------------------*/
4265 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4267 e = &si->elements[WINED3D_FFP_POSITION];
4269 if (curVBO != e->data.buffer_object)
4271 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4272 checkGLcall("glBindBufferARB");
4273 curVBO = e->data.buffer_object;
4276 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4277 handling for rhw mode should not impact screen position whereas in GL it does.
4278 This may result in very slightly distorted textures in rhw mode.
4279 There's always the other option of fixing the view matrix to
4280 prevent w from having any effect.
4282 This only applies to user pointer sources, in VBOs the vertices are fixed up
4284 if (!e->data.buffer_object)
4286 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4287 e->data.addr + state->load_base_vertex_index * e->stride);
4288 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4289 e->data.addr + state->load_base_vertex_index * e->stride);
4291 else
4293 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4294 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4295 e->data.addr + state->load_base_vertex_index * e->stride);
4296 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4297 e->data.addr + state->load_base_vertex_index * e->stride);
4299 checkGLcall("glVertexPointer(...)");
4300 glEnableClientState(GL_VERTEX_ARRAY);
4301 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4304 /* Normals -------------------------------------------------*/
4305 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4307 e = &si->elements[WINED3D_FFP_NORMAL];
4309 if (curVBO != e->data.buffer_object)
4311 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4312 checkGLcall("glBindBufferARB");
4313 curVBO = e->data.buffer_object;
4316 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4317 e->data.addr + state->load_base_vertex_index * e->stride);
4318 glNormalPointer(e->format->gl_vtx_type, e->stride,
4319 e->data.addr + state->load_base_vertex_index * e->stride);
4320 checkGLcall("glNormalPointer(...)");
4321 glEnableClientState(GL_NORMAL_ARRAY);
4322 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4324 } else {
4325 glNormal3f(0, 0, 0);
4326 checkGLcall("glNormal3f(0, 0, 0)");
4329 /* Diffuse Colour --------------------------------------------*/
4330 /* WARNING: Data here MUST be in RGBA format, so cannot */
4331 /* go directly into fast mode from app pgm, because */
4332 /* directx requires data in BGRA format. */
4333 /* currently fixupVertices swizzles the format, but this isn't*/
4334 /* very practical when using VBOs */
4335 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4336 /* , or the user doesn't care and wants the speed advantage */
4338 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4340 e = &si->elements[WINED3D_FFP_DIFFUSE];
4342 if (curVBO != e->data.buffer_object)
4344 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4345 checkGLcall("glBindBufferARB");
4346 curVBO = e->data.buffer_object;
4349 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4350 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4351 e->data.addr + state->load_base_vertex_index * e->stride);
4352 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4353 e->data.addr + state->load_base_vertex_index * e->stride);
4354 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4355 glEnableClientState(GL_COLOR_ARRAY);
4356 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4358 } else {
4359 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4360 checkGLcall("glColor4f(1, 1, 1, 1)");
4363 /* Specular Colour ------------------------------------------*/
4364 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4366 TRACE("setting specular colour\n");
4368 e = &si->elements[WINED3D_FFP_SPECULAR];
4370 if (gl_info->supported[EXT_SECONDARY_COLOR])
4372 GLenum type = e->format->gl_vtx_type;
4373 GLint format = e->format->gl_vtx_format;
4375 if (curVBO != e->data.buffer_object)
4377 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4378 checkGLcall("glBindBufferARB");
4379 curVBO = e->data.buffer_object;
4382 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4384 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4385 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4386 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4387 * 4 component secondary colors use it
4389 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4390 e->data.addr + state->load_base_vertex_index * e->stride);
4391 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4392 e->data.addr + state->load_base_vertex_index * e->stride));
4393 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4395 else
4397 switch(type)
4399 case GL_UNSIGNED_BYTE:
4400 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4401 e->data.addr + state->load_base_vertex_index * e->stride);
4402 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4403 e->data.addr + state->load_base_vertex_index * e->stride));
4404 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4405 break;
4407 default:
4408 FIXME("Add 4 component specular color pointers for type %x\n", type);
4409 /* Make sure that the right color component is dropped */
4410 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4411 e->data.addr + state->load_base_vertex_index * e->stride);
4412 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4413 e->data.addr + state->load_base_vertex_index * e->stride));
4414 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4417 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4418 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4420 else
4422 WARN("Specular colour is not supported in this GL implementation.\n");
4425 else
4427 if (gl_info->supported[EXT_SECONDARY_COLOR])
4429 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4430 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4432 else
4434 WARN("Specular colour is not supported in this GL implementation.\n");
4438 /* Texture coords -------------------------------------------*/
4439 load_tex_coords(context, si, &curVBO, state);
4442 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4444 const struct wined3d_device *device = context->swapchain->device;
4445 BOOL load_numbered = use_vs(state) && !device->useDrawStridedSlow;
4446 BOOL load_named = !use_vs(state) && !device->useDrawStridedSlow;
4448 if (isStateDirty(context, STATE_VDECL)) return;
4449 if (context->numberedArraysLoaded && !load_numbered)
4451 unload_numbered_arrays(context);
4452 context->numberedArraysLoaded = FALSE;
4453 context->numbered_array_mask = 0;
4455 else if (context->namedArraysLoaded)
4457 unload_vertex_data(context->gl_info);
4458 context->namedArraysLoaded = FALSE;
4461 if (load_numbered)
4463 TRACE("Loading numbered arrays\n");
4464 load_numbered_arrays(context, &device->strided_streams, state);
4465 context->numberedArraysLoaded = TRUE;
4467 else if (load_named)
4469 TRACE("Loading vertex data\n");
4470 load_vertex_data(context, &device->strided_streams, state);
4471 context->namedArraysLoaded = TRUE;
4475 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4477 if (isStateDirty(context, STATE_STREAMSRC))
4478 return;
4479 streamsrc(context, state, STATE_STREAMSRC);
4482 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4484 const struct wined3d_device *device = context->swapchain->device;
4485 const struct wined3d_gl_info *gl_info = context->gl_info;
4486 BOOL useVertexShaderFunction = use_vs(state);
4487 BOOL usePixelShaderFunction = use_ps(state);
4488 BOOL updateFog = FALSE;
4489 BOOL transformed;
4490 BOOL wasrhw = context->last_was_rhw;
4491 unsigned int i;
4493 transformed = device->strided_streams.position_transformed;
4494 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4495 updateFog = TRUE;
4497 context->last_was_rhw = transformed;
4499 /* Don't have to apply the matrices when vertex shaders are used. When
4500 * vshaders are turned off this function will be called again anyway to
4501 * make sure they're properly set. */
4502 if (!useVertexShaderFunction)
4504 /* TODO: Move this mainly to the viewport state and only apply when
4505 * the vp has changed or transformed / untransformed was switched. */
4506 if (wasrhw != context->last_was_rhw
4507 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))
4508 && !isStateDirty(context, STATE_VIEWPORT))
4509 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4510 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4511 * mode.
4513 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4514 * this check will fail and the matrix not applied again. This is OK because a simple
4515 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4516 * needs of the vertex declaration.
4518 * World and view matrix go into the same gl matrix, so only apply them when neither is
4519 * dirty
4521 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))
4522 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)))
4523 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4524 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX)))
4525 state_colormat(context, state, STATE_RENDER(WINED3DRS_COLORVERTEX));
4526 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING)))
4527 state_lighting(context, state, STATE_RENDER(WINED3DRS_LIGHTING));
4529 if (context->last_was_vshader)
4531 updateFog = TRUE;
4533 if (!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE)))
4534 state_clipping(context, state, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE));
4536 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4538 clipplane(context, state, STATE_CLIPPLANE(i));
4541 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS)))
4542 state_normalize(context, state, STATE_RENDER(WINED3DRS_NORMALIZENORMALS));
4544 else
4546 if(!context->last_was_vshader) {
4547 static BOOL warned = FALSE;
4548 if(!device->vs_clipping) {
4549 /* Disable all clip planes to get defined results on all drivers. See comment in the
4550 * state_clipping state handler
4552 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4554 glDisable(GL_CLIP_PLANE0 + i);
4555 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4558 if (!warned && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4560 FIXME("Clipping not supported with vertex shaders\n");
4561 warned = TRUE;
4564 if (wasrhw)
4566 /* Apply the transform matrices when switching from rhw
4567 * drawing to vertex shaders. Vertex shaders themselves do
4568 * not need it, but the matrices are not reapplied
4569 * automatically when switching back from vertex shaders to
4570 * fixed function processing. So make sure we leave the fixed
4571 * function vertex processing states back in a sane state
4572 * before switching to shaders. */
4573 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4574 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4575 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
4576 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4578 updateFog = TRUE;
4580 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4581 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4582 * device->vs_clipping is false.
4584 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4586 clipplane(context, state, STATE_CLIPPLANE(i));
4591 /* Vertex and pixel shaders are applied together, so let the last dirty
4592 * state do the application. */
4593 if (!isStateDirty(context, STATE_PIXELSHADER))
4595 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4597 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)
4598 && (useVertexShaderFunction || usePixelShaderFunction))
4599 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4602 context->last_was_vshader = useVertexShaderFunction;
4604 if (updateFog)
4605 context_apply_state(context, state, STATE_RENDER(WINED3DRS_FOGVERTEXMODE));
4607 if (!useVertexShaderFunction)
4609 unsigned int i;
4611 for (i = 0; i < MAX_TEXTURES; ++i)
4613 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i)))
4614 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS));
4619 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4621 const struct wined3d_surface *target = state->fb->render_targets[0];
4622 WINED3DVIEWPORT vp = state->viewport;
4624 if (vp.Width > target->resource.width)
4625 vp.Width = target->resource.width;
4626 if (vp.Height > target->resource.height)
4627 vp.Height = target->resource.height;
4629 glDepthRange(vp.MinZ, vp.MaxZ);
4630 checkGLcall("glDepthRange");
4631 /* Note: GL requires lower left, DirectX supplies upper left. This is
4632 * reversed when using offscreen rendering. */
4633 if (context->render_offscreen)
4635 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4637 else
4639 UINT width, height;
4641 target->get_drawable_size(context, &width, &height);
4642 glViewport(vp.X, (height - (vp.Y + vp.Height)),
4643 vp.Width, vp.Height);
4646 checkGLcall("glViewport");
4649 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4651 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4652 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4653 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE)))
4654 state_pscale(context, state, STATE_RENDER(WINED3DRS_POINTSCALEENABLE));
4655 /* Update the position fixup. */
4656 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4657 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4660 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4662 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4663 const struct wined3d_light_info *lightInfo = state->lights[Index];
4665 if (!lightInfo)
4667 glDisable(GL_LIGHT0 + Index);
4668 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4670 else
4672 float quad_att;
4673 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4675 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4676 glMatrixMode(GL_MODELVIEW);
4677 glPushMatrix();
4678 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
4680 /* Diffuse: */
4681 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4682 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4683 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4684 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4685 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4686 checkGLcall("glLightfv");
4688 /* Specular */
4689 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4690 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4691 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4692 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4693 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4694 checkGLcall("glLightfv");
4696 /* Ambient */
4697 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4698 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4699 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4700 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4701 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4702 checkGLcall("glLightfv");
4704 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4705 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4706 } else {
4707 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4710 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4711 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4712 * Attenuation0 to NaN and crashes in the gl lib
4715 switch (lightInfo->OriginalParms.Type) {
4716 case WINED3DLIGHT_POINT:
4717 /* Position */
4718 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4719 checkGLcall("glLightfv");
4720 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4721 checkGLcall("glLightf");
4722 /* Attenuation - Are these right? guessing... */
4723 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4724 checkGLcall("glLightf");
4725 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4726 checkGLcall("glLightf");
4727 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4728 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4729 checkGLcall("glLightf");
4730 /* FIXME: Range */
4731 break;
4733 case WINED3DLIGHT_SPOT:
4734 /* Position */
4735 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4736 checkGLcall("glLightfv");
4737 /* Direction */
4738 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4739 checkGLcall("glLightfv");
4740 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4741 checkGLcall("glLightf");
4742 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4743 checkGLcall("glLightf");
4744 /* Attenuation - Are these right? guessing... */
4745 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4746 checkGLcall("glLightf");
4747 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4748 checkGLcall("glLightf");
4749 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4750 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4751 checkGLcall("glLightf");
4752 /* FIXME: Range */
4753 break;
4755 case WINED3DLIGHT_DIRECTIONAL:
4756 /* Direction */
4757 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4758 checkGLcall("glLightfv");
4759 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4760 checkGLcall("glLightf");
4761 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4762 checkGLcall("glLightf");
4763 break;
4765 default:
4766 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4769 /* Restore the modelview matrix */
4770 glPopMatrix();
4772 glEnable(GL_LIGHT0 + Index);
4773 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4777 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4779 const RECT *r = &state->scissor_rect;
4781 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4782 * so our viewport correction does not apply. Warning2: Even in windowed
4783 * mode the coords are relative to the window, not the screen. */
4784 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4786 if (context->render_offscreen)
4788 glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4790 else
4792 const struct wined3d_surface *target = state->fb->render_targets[0];
4793 UINT height;
4794 UINT width;
4796 target->get_drawable_size(context, &width, &height);
4797 glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4799 checkGLcall("glScissor");
4802 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4804 const struct wined3d_gl_info *gl_info = context->gl_info;
4806 if (state->user_stream || !state->index_buffer)
4808 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4810 else
4812 struct wined3d_buffer *ib = state->index_buffer;
4813 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4817 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4819 if (context->render_offscreen)
4821 glFrontFace(GL_CCW);
4822 checkGLcall("glFrontFace(GL_CCW)");
4823 } else {
4824 glFrontFace(GL_CW);
4825 checkGLcall("glFrontFace(GL_CW)");
4829 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4831 static BOOL warned;
4833 if (!warned)
4835 WARN("Point sprite coordinate origin switching not supported.\n");
4836 warned = TRUE;
4840 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4842 const struct wined3d_gl_info *gl_info = context->gl_info;
4843 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4845 if (glPointParameteri)
4847 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin);
4848 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4850 else if (gl_info->supported[NV_POINT_SPRITE])
4852 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4853 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4857 const struct StateEntryTemplate misc_state_template[] = {
4858 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4859 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4860 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4861 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4862 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4863 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4864 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4865 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4866 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4867 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4868 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4869 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4870 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4871 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4872 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4873 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4875 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4876 * vshader loadings are untied from each other
4878 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4879 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4880 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4881 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4882 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4883 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4884 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4885 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4886 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4929 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4930 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4931 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4968 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5004 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5006 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5010 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5012 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5016 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5018 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5020 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5022 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5025 /* Samplers */
5026 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5027 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5028 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5029 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5030 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5031 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5032 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5033 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5034 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5035 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5036 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5037 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5038 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5039 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5040 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5041 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5042 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5043 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5044 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5045 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5046 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5047 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5048 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5049 { STATE_PIXELSHADER, { STATE_PIXELSHADER, context_state_drawbuf},WINED3D_GL_EXT_NONE },
5050 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5053 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5054 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5055 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5056 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5057 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5058 /* Clip planes */
5059 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5060 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5061 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5062 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5063 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5064 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5065 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5066 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5067 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5068 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5069 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5070 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5071 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5072 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5073 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5074 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5075 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5076 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5077 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5078 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5079 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5080 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5081 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5082 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5083 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5084 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5085 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5086 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5087 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5088 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5089 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5090 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5091 /* Lights */
5092 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5093 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5094 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5095 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5096 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5097 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5098 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5099 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5100 /* Viewport */
5101 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5102 /* Transform states follow */
5103 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5370 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5371 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5372 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5373 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5374 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5375 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5376 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5377 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5385 /* Fog */
5386 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5387 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5388 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5389 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5390 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5391 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5392 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5393 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5394 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5395 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5396 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5397 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5398 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5399 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5400 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5401 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5402 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5403 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5404 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5405 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5406 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5407 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5408 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5409 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5410 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5411 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5412 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5413 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5414 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5415 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5416 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5417 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5419 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5420 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5421 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5423 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5424 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5425 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5426 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5427 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5428 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5429 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5430 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5431 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5432 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5433 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5434 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5435 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5436 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5437 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5438 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5439 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5440 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5441 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5442 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5443 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5444 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5445 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5446 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5447 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5450 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5451 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5452 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5453 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5454 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5455 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5532 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5534 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5535 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5536 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5537 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5538 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5539 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5540 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5541 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5542 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5543 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5544 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5545 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5546 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5547 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5548 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5549 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5552 /* Context activation and GL locking are done by the caller. */
5553 static void ffp_enable(BOOL enable) {}
5555 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5557 caps->PrimitiveMiscCaps = 0;
5558 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5559 | WINED3DTEXOPCAPS_ADDSIGNED
5560 | WINED3DTEXOPCAPS_ADDSIGNED2X
5561 | WINED3DTEXOPCAPS_MODULATE
5562 | WINED3DTEXOPCAPS_MODULATE2X
5563 | WINED3DTEXOPCAPS_MODULATE4X
5564 | WINED3DTEXOPCAPS_SELECTARG1
5565 | WINED3DTEXOPCAPS_SELECTARG2
5566 | WINED3DTEXOPCAPS_DISABLE;
5568 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5569 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5570 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5572 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5573 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5574 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5575 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5576 | WINED3DTEXOPCAPS_LERP
5577 | WINED3DTEXOPCAPS_SUBTRACT;
5579 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5580 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5582 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5583 | WINED3DTEXOPCAPS_MULTIPLYADD
5584 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5585 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5586 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5588 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5589 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5591 caps->MaxTextureBlendStages = gl_info->limits.textures;
5592 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5595 static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
5596 static void ffp_fragment_free(struct wined3d_device *device) {}
5597 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5599 if (TRACE_ON(d3d))
5601 TRACE("Checking support for fixup:\n");
5602 dump_color_fixup_desc(fixup);
5605 /* We only support identity conversions. */
5606 if (is_identity_fixup(fixup))
5608 TRACE("[OK]\n");
5609 return TRUE;
5612 TRACE("[FAILED]\n");
5613 return FALSE;
5616 const struct fragment_pipeline ffp_fragment_pipeline = {
5617 ffp_enable,
5618 ffp_fragment_get_caps,
5619 ffp_fragment_alloc,
5620 ffp_fragment_free,
5621 ffp_color_fixup_supported,
5622 ffp_fragmentstate_template,
5623 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5626 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5628 unsigned int i;
5629 for(i = 0; funcs[i]; i++);
5630 return i;
5633 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5635 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5636 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5639 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5641 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5642 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5643 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5646 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5648 unsigned int start, last, i;
5650 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5651 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5652 for (i = start; i <= last; ++i)
5654 state_table[i].representative = 0;
5655 state_table[i].apply = state_undefined;
5658 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5659 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5660 for (i = start; i <= last; ++i)
5662 state_table[i].representative = 0;
5663 state_table[i].apply = state_undefined;
5666 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5667 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5668 for (i = start; i <= last; ++i)
5670 state_table[i].representative = 0;
5671 state_table[i].apply = state_undefined;
5675 static void validate_state_table(struct StateEntry *state_table)
5677 static const struct
5679 DWORD first;
5680 DWORD last;
5682 rs_holes[] =
5684 { 1, 1},
5685 { 3, 3},
5686 { 17, 18},
5687 { 21, 21},
5688 { 42, 45},
5689 { 47, 47},
5690 { 61, 127},
5691 {149, 150},
5692 {169, 169},
5693 {177, 177},
5694 {196, 197},
5695 { 0, 0},
5697 static const DWORD simple_states[] =
5699 STATE_MATERIAL,
5700 STATE_VDECL,
5701 STATE_STREAMSRC,
5702 STATE_INDEXBUFFER,
5703 STATE_VERTEXSHADERCONSTANT,
5704 STATE_PIXELSHADERCONSTANT,
5705 STATE_VSHADER,
5706 STATE_PIXELSHADER,
5707 STATE_VIEWPORT,
5708 STATE_SCISSORRECT,
5709 STATE_FRONTFACE,
5710 STATE_POINTSPRITECOORDORIGIN,
5711 STATE_BASEVERTEXINDEX,
5712 STATE_FRAMEBUFFER
5714 unsigned int i, current;
5716 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5718 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5720 if (!state_table[i].representative)
5721 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5723 else if (state_table[i].representative)
5724 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5726 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5729 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5731 if (!state_table[simple_states[i]].representative)
5732 ERR("State %s (%#x) should have a representative.\n",
5733 debug_d3dstate(simple_states[i]), simple_states[i]);
5736 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5738 DWORD rep = state_table[i].representative;
5739 if (rep)
5741 if (state_table[rep].representative != rep)
5743 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5744 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5745 state_table[i].representative = 0;
5748 if (rep != i)
5750 if (state_table[i].apply)
5751 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5753 else if (!state_table[i].apply)
5755 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5761 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5762 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5763 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5765 unsigned int i, type, handlers;
5766 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5767 const struct StateEntryTemplate *cur;
5768 BOOL set[STATE_HIGHEST + 1];
5770 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5772 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5773 StateTable[i].representative = 0;
5774 StateTable[i].apply = state_undefined;
5777 for(type = 0; type < 3; type++) {
5778 /* This switch decides the order in which the states are applied */
5779 switch(type) {
5780 case 0: cur = misc; break;
5781 case 1: cur = fragment->states; break;
5782 case 2: cur = vertex; break;
5783 default: cur = NULL; /* Stupid compiler */
5785 if(!cur) continue;
5787 /* GL extension filtering should not prevent multiple handlers being applied from different
5788 * pipeline parts
5790 memset(set, 0, sizeof(set));
5792 for(i = 0; cur[i].state; i++) {
5793 APPLYSTATEFUNC *funcs_array;
5795 /* Only use the first matching state with the available extension from one template.
5796 * e.g.
5797 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5798 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5800 * if GL_XYZ_fancy is supported, ignore the 2nd line
5802 if(set[cur[i].state]) continue;
5803 /* Skip state lines depending on unsupported extensions */
5804 if (!gl_info->supported[cur[i].extension]) continue;
5805 set[cur[i].state] = TRUE;
5806 /* In some cases having an extension means that nothing has to be
5807 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5808 * supported, the texture coordinate fixup can be ignored. If the
5809 * apply function is used, mark the state set(done above) to prevent
5810 * applying later lines, but do not record anything in the state
5811 * table
5813 if (!cur[i].content.representative) continue;
5815 handlers = num_handlers(multistate_funcs[cur[i].state]);
5816 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5817 switch(handlers) {
5818 case 0:
5819 StateTable[cur[i].state].apply = cur[i].content.apply;
5820 break;
5821 case 1:
5822 StateTable[cur[i].state].apply = multistate_apply_2;
5823 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5825 sizeof(**dev_multistate_funcs) * 2);
5826 if (!dev_multistate_funcs[cur[i].state]) {
5827 goto out_of_mem;
5830 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5831 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5832 break;
5833 case 2:
5834 StateTable[cur[i].state].apply = multistate_apply_3;
5835 funcs_array = HeapReAlloc(GetProcessHeap(),
5837 dev_multistate_funcs[cur[i].state],
5838 sizeof(**dev_multistate_funcs) * 3);
5839 if (!funcs_array) {
5840 goto out_of_mem;
5843 dev_multistate_funcs[cur[i].state] = funcs_array;
5844 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5845 break;
5846 default:
5847 ERR("Unexpected amount of state handlers for state %u: %u\n",
5848 cur[i].state, handlers + 1);
5851 if(StateTable[cur[i].state].representative &&
5852 StateTable[cur[i].state].representative != cur[i].content.representative) {
5853 FIXME("State %u has different representatives in different pipeline parts\n",
5854 cur[i].state);
5856 StateTable[cur[i].state].representative = cur[i].content.representative;
5860 prune_invalid_states(StateTable, gl_info);
5861 validate_state_table(StateTable);
5863 return WINED3D_OK;
5865 out_of_mem:
5866 for (i = 0; i <= STATE_HIGHEST; ++i) {
5867 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5870 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5872 return E_OUTOFMEMORY;