msxml3/mxnamespace: Implement declarePrefix() and getDeclaredPrefix().
[wine/multimedia.git] / dlls / wined3d / state.c
blobb3c1270ddae84b3c42e820fd283dd8f2937a122e
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 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
757 checkGLcall("glActiveTextureARB");
759 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
760 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
764 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
765 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
767 const struct wined3d_gl_info *gl_info = context->gl_info;
769 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
770 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
771 GL_EXTCALL(glActiveStencilFaceEXT(face));
772 checkGLcall("glActiveStencilFaceEXT(...)");
773 glStencilFunc(func, ref, mask);
774 checkGLcall("glStencilFunc(...)");
775 glStencilOp(stencilFail, depthFail, stencilPass);
776 checkGLcall("glStencilOp(...)");
779 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
781 const struct wined3d_gl_info *gl_info = context->gl_info;
782 DWORD onesided_enable = FALSE;
783 DWORD twosided_enable = FALSE;
784 GLint func = GL_ALWAYS;
785 GLint func_ccw = GL_ALWAYS;
786 GLint ref = 0;
787 GLuint mask = 0;
788 GLint stencilFail = GL_KEEP;
789 GLint depthFail = GL_KEEP;
790 GLint stencilPass = GL_KEEP;
791 GLint stencilFail_ccw = GL_KEEP;
792 GLint depthFail_ccw = GL_KEEP;
793 GLint stencilPass_ccw = GL_KEEP;
795 /* No stencil test without a stencil buffer. */
796 if (!state->fb->depth_stencil)
798 glDisable(GL_STENCIL_TEST);
799 checkGLcall("glDisable GL_STENCIL_TEST");
800 return;
803 onesided_enable = state->render_states[WINED3DRS_STENCILENABLE];
804 twosided_enable = state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
805 if (!(func = CompareFunc(state->render_states[WINED3DRS_STENCILFUNC])))
806 func = GL_ALWAYS;
807 if (!(func_ccw = CompareFunc(state->render_states[WINED3DRS_CCW_STENCILFUNC])))
808 func_ccw = GL_ALWAYS;
809 ref = state->render_states[WINED3DRS_STENCILREF];
810 mask = state->render_states[WINED3DRS_STENCILMASK];
811 stencilFail = StencilOp(state->render_states[WINED3DRS_STENCILFAIL]);
812 depthFail = StencilOp(state->render_states[WINED3DRS_STENCILZFAIL]);
813 stencilPass = StencilOp(state->render_states[WINED3DRS_STENCILPASS]);
814 stencilFail_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILFAIL]);
815 depthFail_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILZFAIL]);
816 stencilPass_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILPASS]);
818 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
819 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
820 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
821 onesided_enable, twosided_enable, ref, mask,
822 func, stencilFail, depthFail, stencilPass,
823 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
825 if (twosided_enable && onesided_enable) {
826 glEnable(GL_STENCIL_TEST);
827 checkGLcall("glEnable GL_STENCIL_TEST");
829 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
831 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
832 * which has an effect on the code below too. If we apply the front face
833 * afterwards, we are sure that the active stencil face is set to front,
834 * and other stencil functions which do not use two sided stencil do not have
835 * to set it back
837 renderstate_stencil_twosided(context, GL_BACK,
838 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
839 renderstate_stencil_twosided(context, GL_FRONT,
840 func, ref, mask, stencilFail, depthFail, stencilPass);
842 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
844 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
845 checkGLcall("glStencilFuncSeparateATI(...)");
846 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
847 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
848 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
849 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
850 } else {
851 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
854 else if(onesided_enable)
856 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
858 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
859 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
862 /* This code disables the ATI extension as well, since the standard stencil functions are equal
863 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
865 glEnable(GL_STENCIL_TEST);
866 checkGLcall("glEnable GL_STENCIL_TEST");
867 glStencilFunc(func, ref, mask);
868 checkGLcall("glStencilFunc(...)");
869 glStencilOp(stencilFail, depthFail, stencilPass);
870 checkGLcall("glStencilOp(...)");
871 } else {
872 glDisable(GL_STENCIL_TEST);
873 checkGLcall("glDisable GL_STENCIL_TEST");
877 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
879 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3DRS_STENCILWRITEMASK] : 0;
880 const struct wined3d_gl_info *gl_info = context->gl_info;
882 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
883 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
884 glStencilMask(mask);
885 checkGLcall("glStencilMask");
886 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
887 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
888 glStencilMask(mask);
891 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
893 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3DRS_STENCILWRITEMASK] : 0;
895 glStencilMask(mask);
896 checkGLcall("glStencilMask");
899 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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;
916 return;
919 /* Otherwise use per-vertex fog in any case */
920 glHint(GL_FOG_HINT, GL_FASTEST);
922 if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
924 /* No fog at all, or transformed vertices: Use fog coord */
925 if(!context->fog_coord) {
926 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
927 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
928 context->fog_coord = TRUE;
930 } else {
931 /* Otherwise, use the fragment depth */
932 if(context->fog_coord) {
933 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
934 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
935 context->fog_coord = FALSE;
940 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
942 float fogstart, fogend;
943 union {
944 DWORD d;
945 float f;
946 } tmpvalue;
948 switch(context->fog_source) {
949 case FOGSOURCE_VS:
950 fogstart = 1.0f;
951 fogend = 0.0f;
952 break;
954 case FOGSOURCE_COORD:
955 fogstart = 255.0f;
956 fogend = 0.0f;
957 break;
959 case FOGSOURCE_FFP:
960 tmpvalue.d = state->render_states[WINED3DRS_FOGSTART];
961 fogstart = tmpvalue.f;
962 tmpvalue.d = state->render_states[WINED3DRS_FOGEND];
963 fogend = tmpvalue.f;
964 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
965 if(fogstart == fogend) {
966 fogstart = -1.0f / 0.0f;
967 fogend = 0.0f;
969 break;
971 default:
972 /* This should not happen.context->fog_source is set in wined3d, not the app.
973 * Still this is needed to make the compiler happy
975 ERR("Unexpected fog coordinate source\n");
976 fogstart = 0.0f;
977 fogend = 0.0f;
980 glFogf(GL_FOG_START, fogstart);
981 checkGLcall("glFogf(GL_FOG_START, fogstart)");
982 TRACE("Fog Start == %f\n", fogstart);
984 glFogf(GL_FOG_END, fogend);
985 checkGLcall("glFogf(GL_FOG_END, fogend)");
986 TRACE("Fog End == %f\n", fogend);
989 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
991 enum fogsource new_source;
993 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
995 if (!state->render_states[WINED3DRS_FOGENABLE])
997 /* No fog? Disable it, and we're done :-) */
998 glDisableWINE(GL_FOG);
999 checkGLcall("glDisable GL_FOG");
1000 return;
1003 /* Fog Rules:
1005 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1006 * It can use the Z value of the vertex, or the alpha component of the specular color.
1007 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1008 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1009 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1011 * FOGTABLEMODE != NONE:
1012 * The Z value is used, with the equation specified, no matter what vertex type.
1014 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1015 * Per vertex fog is calculated using the specified fog equation and the parameters
1017 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1018 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1019 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1022 * Rules for vertex fog with shaders:
1024 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1025 * the fog computation to happen during transformation while openGL expects it to happen
1026 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1027 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1028 * To solve this problem, WineD3D does:
1029 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1030 * shader,
1031 * and 2) disables the fog computation (in either the fixed function or programmable
1032 * rasterizer) if using a vertex program.
1034 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1035 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1036 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1037 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1038 * There are some GL differences between specular fog coords and vertex shaders though.
1040 * With table fog the vertex shader fog coordinate is ignored.
1042 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1043 * without shaders).
1046 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1047 * the system will apply only pixel(=table) fog effects."
1049 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1051 if (use_vs(state))
1053 glFogi(GL_FOG_MODE, GL_LINEAR);
1054 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1055 new_source = FOGSOURCE_VS;
1057 else
1059 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
1061 /* If processed vertices are used, fall through to the NONE case */
1062 case WINED3DFOG_EXP:
1063 if(!context->last_was_rhw) {
1064 glFogi(GL_FOG_MODE, GL_EXP);
1065 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1066 new_source = FOGSOURCE_FFP;
1067 break;
1069 /* drop through */
1071 case WINED3DFOG_EXP2:
1072 if(!context->last_was_rhw) {
1073 glFogi(GL_FOG_MODE, GL_EXP2);
1074 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1075 new_source = FOGSOURCE_FFP;
1076 break;
1078 /* drop through */
1080 case WINED3DFOG_LINEAR:
1081 if(!context->last_was_rhw) {
1082 glFogi(GL_FOG_MODE, GL_LINEAR);
1083 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1084 new_source = FOGSOURCE_FFP;
1085 break;
1087 /* drop through */
1089 case WINED3DFOG_NONE:
1090 /* Both are none? According to msdn the alpha channel of the specular
1091 * color contains a fog factor. Set it in drawStridedSlow.
1092 * Same happens with Vertexfog on transformed vertices
1094 new_source = FOGSOURCE_COORD;
1095 glFogi(GL_FOG_MODE, GL_LINEAR);
1096 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1097 break;
1099 default:
1100 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
1101 state->render_states[WINED3DRS_FOGVERTEXMODE]);
1102 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1105 } else {
1106 new_source = FOGSOURCE_FFP;
1108 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
1110 case WINED3DFOG_EXP:
1111 glFogi(GL_FOG_MODE, GL_EXP);
1112 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1113 break;
1115 case WINED3DFOG_EXP2:
1116 glFogi(GL_FOG_MODE, GL_EXP2);
1117 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1118 break;
1120 case WINED3DFOG_LINEAR:
1121 glFogi(GL_FOG_MODE, GL_LINEAR);
1122 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1123 break;
1125 case WINED3DFOG_NONE: /* Won't happen */
1126 default:
1127 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
1128 state->render_states[WINED3DRS_FOGTABLEMODE]);
1132 glEnableWINE(GL_FOG);
1133 checkGLcall("glEnable GL_FOG");
1134 if (new_source != context->fog_source)
1136 context->fog_source = new_source;
1137 state_fogstartend(context, state, STATE_RENDER(WINED3DRS_FOGSTART));
1141 static void state_rangefog_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1143 if (state->render_states[WINED3DRS_RANGEFOGENABLE])
1144 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1147 static void state_rangefog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1149 if (state->render_states[WINED3DRS_RANGEFOGENABLE])
1151 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1152 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1153 } else {
1154 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1155 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1159 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1161 float col[4];
1163 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_FOGCOLOR], col);
1164 glFogfv(GL_FOG_COLOR, &col[0]);
1165 checkGLcall("glFog GL_FOG_COLOR");
1168 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1170 union {
1171 DWORD d;
1172 float f;
1173 } tmpvalue;
1175 tmpvalue.d = state->render_states[WINED3DRS_FOGDENSITY];
1176 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1177 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1180 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1182 const struct wined3d_device *device = context->swapchain->device;
1183 GLenum Parm = 0;
1185 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1186 * The vertex declaration will call this function if the fixed function pipeline is used.
1189 if(isStateDirty(context, STATE_VDECL)) {
1190 return;
1193 context->num_untracked_materials = 0;
1194 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1195 && state->render_states[WINED3DRS_COLORVERTEX])
1197 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1198 state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
1199 state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
1200 state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
1201 state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
1203 if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1205 if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1206 Parm = GL_AMBIENT_AND_DIFFUSE;
1207 else
1208 Parm = GL_DIFFUSE;
1209 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1211 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1212 context->num_untracked_materials++;
1214 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1216 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1217 context->num_untracked_materials++;
1220 else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1222 Parm = GL_AMBIENT;
1223 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1225 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1226 context->num_untracked_materials++;
1228 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1230 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1231 context->num_untracked_materials++;
1234 else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1236 Parm = GL_EMISSION;
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_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1245 Parm = GL_SPECULAR;
1249 /* Nothing changed, return. */
1250 if (Parm == context->tracking_parm) return;
1252 if(!Parm) {
1253 glDisable(GL_COLOR_MATERIAL);
1254 checkGLcall("glDisable GL_COLOR_MATERIAL");
1255 } else {
1256 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1257 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1258 glEnable(GL_COLOR_MATERIAL);
1259 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1262 /* Apparently calls to glMaterialfv are ignored for properties we're
1263 * tracking with glColorMaterial, so apply those here. */
1264 switch (context->tracking_parm) {
1265 case GL_AMBIENT_AND_DIFFUSE:
1266 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1267 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1268 checkGLcall("glMaterialfv");
1269 break;
1271 case GL_DIFFUSE:
1272 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1273 checkGLcall("glMaterialfv");
1274 break;
1276 case GL_AMBIENT:
1277 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1278 checkGLcall("glMaterialfv");
1279 break;
1281 case GL_EMISSION:
1282 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
1283 checkGLcall("glMaterialfv");
1284 break;
1286 case GL_SPECULAR:
1287 /* Only change material color if specular is enabled, otherwise it is set to black */
1288 if (state->render_states[WINED3DRS_SPECULARENABLE])
1290 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
1291 checkGLcall("glMaterialfv");
1292 } else {
1293 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1294 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1295 checkGLcall("glMaterialfv");
1297 break;
1300 context->tracking_parm = Parm;
1303 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1305 union {
1306 DWORD d;
1307 WINED3DLINEPATTERN lp;
1308 } tmppattern;
1309 tmppattern.d = state->render_states[WINED3DRS_LINEPATTERN];
1311 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1313 if (tmppattern.lp.wRepeatFactor) {
1314 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1315 checkGLcall("glLineStipple(repeat, linepattern)");
1316 glEnable(GL_LINE_STIPPLE);
1317 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1318 } else {
1319 glDisable(GL_LINE_STIPPLE);
1320 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1324 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1326 if (isStateDirty(context, STATE_VDECL))
1327 return;
1329 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1330 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1331 * by zero and is not properly defined in opengl, so avoid it
1333 if (state->render_states[WINED3DRS_NORMALIZENORMALS]
1334 && (context->swapchain->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1336 glEnable(GL_NORMALIZE);
1337 checkGLcall("glEnable(GL_NORMALIZE);");
1339 else
1341 glDisable(GL_NORMALIZE);
1342 checkGLcall("glDisable(GL_NORMALIZE);");
1346 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1348 union {
1349 DWORD d;
1350 float f;
1351 } tmpvalue;
1353 tmpvalue.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1354 if (tmpvalue.f != 1.0f)
1356 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1358 tmpvalue.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1359 if (tmpvalue.f != 64.0f)
1361 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1366 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1368 const struct wined3d_gl_info *gl_info = context->gl_info;
1369 union
1371 DWORD d;
1372 float f;
1373 } min, max;
1375 min.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1376 max.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1378 /* Max point size trumps min point size */
1379 if(min.f > max.f) {
1380 min.f = max.f;
1383 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1384 checkGLcall("glPointParameterfEXT(...)");
1385 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1386 checkGLcall("glPointParameterfEXT(...)");
1389 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1391 const struct wined3d_gl_info *gl_info = context->gl_info;
1392 union
1394 DWORD d;
1395 float f;
1396 } min, max;
1398 min.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1399 max.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1401 /* Max point size trumps min point size */
1402 if(min.f > max.f) {
1403 min.f = max.f;
1406 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1407 checkGLcall("glPointParameterfARB(...)");
1408 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1409 checkGLcall("glPointParameterfARB(...)");
1412 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1414 const struct wined3d_gl_info *gl_info = context->gl_info;
1415 /* TODO: Group this with the viewport */
1417 * POINTSCALEENABLE controls how point size value is treated. If set to
1418 * true, the point size is scaled with respect to height of viewport.
1419 * When set to false point size is in pixels.
1422 /* Default values */
1423 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1424 union {
1425 DWORD d;
1426 float f;
1427 } pointSize, A, B, C;
1429 pointSize.d = state->render_states[WINED3DRS_POINTSIZE];
1430 A.d = state->render_states[WINED3DRS_POINTSCALE_A];
1431 B.d = state->render_states[WINED3DRS_POINTSCALE_B];
1432 C.d = state->render_states[WINED3DRS_POINTSCALE_C];
1434 if (state->render_states[WINED3DRS_POINTSCALEENABLE])
1436 GLfloat scaleFactor;
1437 DWORD h = state->viewport.Height;
1439 if (pointSize.f < gl_info->limits.pointsize_min)
1441 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1442 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1443 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1444 * are less than 1.0f. scale_factor = 1.0f / point_size.
1446 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1447 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1448 * is 1.0, but then accepts points below that and draws too small points
1450 pointSize.f = gl_info->limits.pointsize_min;
1452 else if(pointSize.f > gl_info->limits.pointsize_max)
1454 /* gl already scales the input to glPointSize,
1455 * d3d scales the result after the point size scale.
1456 * If the point size is bigger than the max size, use the
1457 * scaling to scale it bigger, and set the gl point size to max
1459 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1460 TRACE("scale: %f\n", scaleFactor);
1461 pointSize.f = gl_info->limits.pointsize_max;
1462 } else {
1463 scaleFactor = 1.0f;
1465 scaleFactor = powf(h * scaleFactor, 2);
1467 att[0] = A.f / scaleFactor;
1468 att[1] = B.f / scaleFactor;
1469 att[2] = C.f / scaleFactor;
1472 if (gl_info->supported[ARB_POINT_PARAMETERS])
1474 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1475 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1477 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1479 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1480 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1482 else if (state->render_states[WINED3DRS_POINTSCALEENABLE])
1484 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1487 glPointSize(pointSize.f);
1488 checkGLcall("glPointSize(...);");
1491 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1493 WARN("token: %#x.\n", state->render_states[WINED3DRS_DEBUGMONITORTOKEN]);
1496 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1498 DWORD mask0 = state->render_states[WINED3DRS_COLORWRITEENABLE];
1499 DWORD mask1 = state->render_states[WINED3DRS_COLORWRITEENABLE1];
1500 DWORD mask2 = state->render_states[WINED3DRS_COLORWRITEENABLE2];
1501 DWORD mask3 = state->render_states[WINED3DRS_COLORWRITEENABLE3];
1503 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1504 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1505 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1506 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1507 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1508 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1509 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1510 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1511 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1512 checkGLcall("glColorMask(...)");
1514 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1515 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1517 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1518 mask0, mask1, mask2, mask3);
1519 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1523 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1525 GL_EXTCALL(glColorMaskIndexedEXT(index,
1526 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1527 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1528 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1529 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1532 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1534 set_color_mask(context->gl_info, 0, state->render_states[WINED3DRS_COLORWRITEENABLE]);
1537 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1539 set_color_mask(context->gl_info, 1, state->render_states[WINED3DRS_COLORWRITEENABLE1]);
1542 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1544 set_color_mask(context->gl_info, 2, state->render_states[WINED3DRS_COLORWRITEENABLE2]);
1547 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1549 set_color_mask(context->gl_info, 3, state->render_states[WINED3DRS_COLORWRITEENABLE3]);
1552 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1554 if (state->render_states[WINED3DRS_LOCALVIEWER])
1556 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1557 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1558 } else {
1559 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1560 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1564 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1566 if (state->render_states[WINED3DRS_LASTPIXEL])
1568 TRACE("Last Pixel Drawing Enabled\n");
1570 else
1572 static BOOL warned;
1573 if (!warned) {
1574 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1575 warned = TRUE;
1576 } else {
1577 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1582 static void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1584 static BOOL warned;
1586 /* TODO: NV_POINT_SPRITE */
1587 if (!warned && state->render_states[WINED3DRS_POINTSPRITEENABLE])
1589 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1590 FIXME("Point sprites not supported\n");
1591 warned = TRUE;
1595 static void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1597 if (state->render_states[WINED3DRS_POINTSPRITEENABLE])
1599 glEnable(GL_POINT_SPRITE_ARB);
1600 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1601 } else {
1602 glDisable(GL_POINT_SPRITE_ARB);
1603 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1607 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1609 if (state->render_states[WINED3DRS_WRAP0]
1610 || state->render_states[WINED3DRS_WRAP1]
1611 || state->render_states[WINED3DRS_WRAP2]
1612 || state->render_states[WINED3DRS_WRAP3]
1613 || state->render_states[WINED3DRS_WRAP4]
1614 || state->render_states[WINED3DRS_WRAP5]
1615 || state->render_states[WINED3DRS_WRAP6]
1616 || state->render_states[WINED3DRS_WRAP7]
1617 || state->render_states[WINED3DRS_WRAP8]
1618 || state->render_states[WINED3DRS_WRAP9]
1619 || state->render_states[WINED3DRS_WRAP10]
1620 || state->render_states[WINED3DRS_WRAP11]
1621 || state->render_states[WINED3DRS_WRAP12]
1622 || state->render_states[WINED3DRS_WRAP13]
1623 || state->render_states[WINED3DRS_WRAP14]
1624 || state->render_states[WINED3DRS_WRAP15])
1625 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
1628 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1630 if (state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1631 WARN("Multisample antialiasing not supported by GL.\n");
1634 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1636 if (state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1638 glEnable(GL_MULTISAMPLE_ARB);
1639 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1640 } else {
1641 glDisable(GL_MULTISAMPLE_ARB);
1642 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1646 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1648 if (state->render_states[WINED3DRS_SCISSORTESTENABLE])
1650 glEnable(GL_SCISSOR_TEST);
1651 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1652 } else {
1653 glDisable(GL_SCISSOR_TEST);
1654 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1658 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1659 * OpenGL the bias is specified in units of "the smallest value that is
1660 * guaranteed to produce a resolvable offset for a given implementation". To
1661 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1662 * There's no practical way to retrieve that value from a given GL
1663 * implementation, but the D3D application has essentially the same problem,
1664 * which makes a guess of the depth buffer format's highest possible value a
1665 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1666 * depth slope, and doesn't need to be scaled. */
1667 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1669 if (state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
1670 || state->render_states[WINED3DRS_DEPTHBIAS])
1672 const struct wined3d_surface *depth = state->fb->depth_stencil;
1673 float scale;
1675 union
1677 DWORD d;
1678 float f;
1679 } scale_bias, const_bias;
1681 scale_bias.d = state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
1682 const_bias.d = state->render_states[WINED3DRS_DEPTHBIAS];
1684 glEnable(GL_POLYGON_OFFSET_FILL);
1685 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1687 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1689 float bias = -(float)const_bias.d;
1690 glPolygonOffset(bias, bias);
1691 checkGLcall("glPolygonOffset");
1693 else
1695 if (depth)
1697 const struct wined3d_format *fmt = depth->resource.format;
1698 scale = powf(2, fmt->depth_size) - 1;
1699 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1700 debug_d3dformat(fmt->id), scale);
1702 else
1704 /* The context manager will reapply this state on a depth stencil change */
1705 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1706 scale = 0.0f;
1709 glPolygonOffset(scale_bias.f, const_bias.f * scale);
1710 checkGLcall("glPolygonOffset(...)");
1713 else
1715 glDisable(GL_POLYGON_OFFSET_FILL);
1716 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1720 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1722 if (state->render_states[WINED3DRS_ZVISIBLE])
1723 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1726 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1728 if (state->render_states[WINED3DRS_TEXTUREPERSPECTIVE])
1730 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1731 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1732 } else {
1733 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1734 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1738 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1740 if (state->render_states[WINED3DRS_STIPPLEDALPHA])
1741 FIXME("Stippled Alpha not supported yet.\n");
1744 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1746 if (state->render_states[WINED3DRS_ANTIALIAS])
1747 FIXME("Antialias not supported yet.\n");
1750 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1752 if (state->render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
1753 FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
1754 state->render_states[WINED3DRS_MULTISAMPLEMASK]);
1757 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1759 if (state->render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1760 FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
1761 state->render_states[WINED3DRS_PATCHEDGESTYLE]);
1764 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1766 union {
1767 DWORD d;
1768 float f;
1769 } tmpvalue;
1770 tmpvalue.f = 1.0f;
1772 if (state->render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1774 static BOOL displayed = FALSE;
1776 tmpvalue.d = state->render_states[WINED3DRS_PATCHSEGMENTS];
1777 if(!displayed)
1778 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1780 displayed = TRUE;
1784 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1786 if (state->render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1787 FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
1788 state->render_states[WINED3DRS_POSITIONDEGREE]);
1791 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1793 if (state->render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1794 FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
1795 state->render_states[WINED3DRS_NORMALDEGREE]);
1798 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1800 if (state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1801 FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1802 state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1805 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1807 union {
1808 DWORD d;
1809 float f;
1810 } zmin, zmax;
1812 const struct wined3d_gl_info *gl_info = context->gl_info;
1814 if (state->render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1816 zmin.d = state->render_states[WINED3DRS_ADAPTIVETESS_Z];
1817 zmax.d = state->render_states[WINED3DRS_ADAPTIVETESS_W];
1819 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1820 * In d3d9 test is not performed in this case*/
1821 if (zmin.f <= zmax.f)
1823 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1824 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1825 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1826 checkGLcall("glDepthBoundsEXT(...)");
1828 else {
1829 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1830 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1833 else {
1834 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1835 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1838 state_tessellation(context, state, STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION));
1841 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1843 if (state->render_states[WINED3DRS_WRAPU])
1844 FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
1847 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1849 if (state->render_states[WINED3DRS_WRAPV])
1850 FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
1853 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1855 if (state->render_states[WINED3DRS_MONOENABLE])
1856 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
1859 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1861 if (state->render_states[WINED3DRS_ROP2])
1862 FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
1865 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1867 if (state->render_states[WINED3DRS_PLANEMASK])
1868 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
1871 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1873 if (state->render_states[WINED3DRS_SUBPIXEL])
1874 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
1877 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1879 if (state->render_states[WINED3DRS_SUBPIXELX])
1880 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
1883 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1885 if (state->render_states[WINED3DRS_STIPPLEENABLE])
1886 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
1889 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1891 if (state->render_states[WINED3DRS_MIPMAPLODBIAS])
1892 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
1895 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1897 if (state->render_states[WINED3DRS_ANISOTROPY])
1898 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
1901 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1903 if (state->render_states[WINED3DRS_FLUSHBATCH])
1904 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
1907 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1909 if (state->render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
1910 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1913 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1915 if (state->render_states[WINED3DRS_EXTENTS])
1916 FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
1919 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1921 if (state->render_states[WINED3DRS_COLORKEYBLENDENABLE])
1922 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
1925 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1927 if (state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1928 FIXME("Software vertex processing not implemented.\n");
1931 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1932 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1933 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1934 * flag specifies the complement of the input should be used. */
1935 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1936 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1938 /* Calculate the operand */
1939 if (complement) {
1940 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1941 else *operand = GL_ONE_MINUS_SRC_COLOR;
1942 } else {
1943 if (from_alpha) *operand = GL_SRC_ALPHA;
1944 else *operand = GL_SRC_COLOR;
1947 /* Calculate the source */
1948 switch (arg & WINED3DTA_SELECTMASK) {
1949 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1950 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1951 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1952 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1953 case WINED3DTA_SPECULAR:
1955 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1956 * 'Secondary color' and isn't supported until base GL supports it
1957 * There is no concept of temp registers as far as I can tell
1959 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1960 *source = GL_TEXTURE;
1961 break;
1962 default:
1963 FIXME("Unrecognized texture arg %#x\n", arg);
1964 *source = GL_TEXTURE;
1965 break;
1969 /* Setup the texture operations texture stage states */
1970 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1971 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1973 GLenum src1, src2, src3;
1974 GLenum opr1, opr2, opr3;
1975 GLenum comb_target;
1976 GLenum src0_target, src1_target, src2_target;
1977 GLenum opr0_target, opr1_target, opr2_target;
1978 GLenum scal_target;
1979 GLenum opr=0, invopr, src3_target, opr3_target;
1980 BOOL Handled = FALSE;
1982 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1984 /* This is called by a state handler which has the gl lock held and a context for the thread */
1986 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1987 the form (a1 <operation> a2). However, some of the more complex operations
1988 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1989 in a third parameter called a0. Therefore these are operations of the form
1990 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1992 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1993 functions below, expect their syntax to differ slightly to those listed in the
1994 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1995 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1997 if (isAlpha)
1999 comb_target = GL_COMBINE_ALPHA;
2000 src0_target = GL_SOURCE0_ALPHA;
2001 src1_target = GL_SOURCE1_ALPHA;
2002 src2_target = GL_SOURCE2_ALPHA;
2003 opr0_target = GL_OPERAND0_ALPHA;
2004 opr1_target = GL_OPERAND1_ALPHA;
2005 opr2_target = GL_OPERAND2_ALPHA;
2006 scal_target = GL_ALPHA_SCALE;
2008 else
2010 comb_target = GL_COMBINE_RGB;
2011 src0_target = GL_SOURCE0_RGB;
2012 src1_target = GL_SOURCE1_RGB;
2013 src2_target = GL_SOURCE2_RGB;
2014 opr0_target = GL_OPERAND0_RGB;
2015 opr1_target = GL_OPERAND1_RGB;
2016 opr2_target = GL_OPERAND2_RGB;
2017 scal_target = GL_RGB_SCALE;
2020 /* If a texture stage references an invalid texture unit the stage just
2021 * passes through the result from the previous stage */
2022 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2024 arg1 = WINED3DTA_CURRENT;
2025 op = WINED3DTOP_SELECTARG1;
2028 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2030 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2031 } else {
2032 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2034 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2035 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2037 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2039 Handled = TRUE; /* Assume will be handled */
2041 /* Other texture operations require special extensions: */
2042 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2044 if (isAlpha) {
2045 opr = GL_SRC_ALPHA;
2046 invopr = GL_ONE_MINUS_SRC_ALPHA;
2047 src3_target = GL_SOURCE3_ALPHA_NV;
2048 opr3_target = GL_OPERAND3_ALPHA_NV;
2049 } else {
2050 opr = GL_SRC_COLOR;
2051 invopr = GL_ONE_MINUS_SRC_COLOR;
2052 src3_target = GL_SOURCE3_RGB_NV;
2053 opr3_target = GL_OPERAND3_RGB_NV;
2055 switch (op) {
2056 case WINED3DTOP_DISABLE: /* Only for alpha */
2057 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2058 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2059 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2060 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2061 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2062 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2063 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2064 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2065 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2066 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2067 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2068 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2069 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2070 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2071 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2072 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2073 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2074 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2075 break;
2076 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2077 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2078 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2079 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2080 if (op == WINED3DTOP_SELECTARG1) {
2081 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2082 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2083 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2084 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2085 } else {
2086 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2087 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2088 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2089 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2091 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2092 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2093 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2094 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2095 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2096 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2097 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2098 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2099 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2100 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2101 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2102 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2103 break;
2105 case WINED3DTOP_MODULATE:
2106 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2107 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2108 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2109 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2110 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2111 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2112 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2113 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2114 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2115 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2116 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2117 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2118 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2119 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2120 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2121 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2122 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2123 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2124 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2125 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2126 break;
2127 case WINED3DTOP_MODULATE2X:
2128 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2129 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2130 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2131 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2132 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2133 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2134 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2135 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2136 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2137 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2138 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2139 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2140 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2141 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2142 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2143 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2144 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2145 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2146 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2147 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2148 break;
2149 case WINED3DTOP_MODULATE4X:
2150 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2151 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2152 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2153 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2154 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2155 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2156 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2157 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2158 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2159 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2160 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2161 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2162 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2163 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2164 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2165 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2166 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2167 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2168 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2169 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2170 break;
2172 case WINED3DTOP_ADD:
2173 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2174 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2175 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2176 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2177 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2178 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2179 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2180 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2181 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2182 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2183 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2184 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2185 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2186 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2187 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2188 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2189 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2190 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2191 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2192 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2193 break;
2195 case WINED3DTOP_ADDSIGNED:
2196 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2197 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2198 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2199 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2200 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2201 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2202 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2203 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2204 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2205 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2206 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2207 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2208 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2209 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2210 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2211 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2212 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2213 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2214 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2215 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2216 break;
2218 case WINED3DTOP_ADDSIGNED2X:
2219 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2220 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2221 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2222 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2223 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2224 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2225 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2226 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2227 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2228 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2229 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2230 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2231 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2232 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2233 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2234 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2235 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2236 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2237 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2238 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2239 break;
2241 case WINED3DTOP_ADDSMOOTH:
2242 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2243 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2244 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2245 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2246 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2247 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2248 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2249 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2250 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2251 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2252 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2253 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2254 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2255 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2256 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2257 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2258 switch (opr1) {
2259 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2260 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2261 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2262 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2264 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2265 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2266 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2267 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2268 break;
2270 case WINED3DTOP_BLENDDIFFUSEALPHA:
2271 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2272 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2273 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2274 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2275 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2276 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2277 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2278 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2279 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2280 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2281 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2282 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2283 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2284 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2285 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2286 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2287 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2288 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2289 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2290 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2291 break;
2292 case WINED3DTOP_BLENDTEXTUREALPHA:
2293 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2294 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2295 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2296 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2297 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2298 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2299 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2300 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2301 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2302 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2303 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2304 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2305 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2306 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2307 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2308 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2309 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2310 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2311 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2312 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2313 break;
2314 case WINED3DTOP_BLENDFACTORALPHA:
2315 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2316 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2317 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2318 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2319 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2320 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2321 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2322 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2323 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2324 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2325 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2326 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2327 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2328 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2329 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2330 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2331 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2332 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2333 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2334 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2335 break;
2336 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2337 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2338 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2339 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2340 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2341 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2342 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2343 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2344 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2345 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2346 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2347 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2348 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2349 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2350 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2351 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2352 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2353 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2354 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2355 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2356 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2357 break;
2358 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2359 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2360 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2361 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2362 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2363 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2364 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2365 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2366 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2367 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2368 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2369 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2370 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2371 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2372 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2373 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2374 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2375 switch (opr) {
2376 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2377 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2379 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2380 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2381 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2382 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2383 break;
2384 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2385 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2386 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2387 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2388 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2389 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2390 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2391 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2392 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2393 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2394 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2395 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2396 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2397 switch (opr1) {
2398 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2399 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2401 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2402 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2403 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2404 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2405 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2406 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2407 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2408 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2409 break;
2410 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2411 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2412 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2413 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2414 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2415 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2416 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2417 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2418 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2419 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2420 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2421 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2422 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2423 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2424 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2425 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2426 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2427 switch (opr1) {
2428 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2429 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2430 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2431 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2433 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2434 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2435 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2436 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2437 break;
2438 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2439 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2440 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2441 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2442 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2443 switch (opr1) {
2444 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2445 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2446 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2447 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2449 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2450 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2451 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2452 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2453 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2454 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2455 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2456 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2457 switch (opr1) {
2458 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2459 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2461 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2462 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2463 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2464 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2465 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2466 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2467 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2468 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2469 break;
2470 case WINED3DTOP_MULTIPLYADD:
2471 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2472 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2473 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2474 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2475 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2476 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2477 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2478 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2479 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2480 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2481 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2482 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2483 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2484 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2485 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2486 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2487 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2488 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2489 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2490 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2491 break;
2493 case WINED3DTOP_BUMPENVMAP:
2497 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2498 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2500 default:
2501 Handled = FALSE;
2503 if (Handled) {
2504 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2505 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2507 return;
2509 } /* GL_NV_texture_env_combine4 */
2511 Handled = TRUE; /* Again, assume handled */
2512 switch (op) {
2513 case WINED3DTOP_DISABLE: /* Only for alpha */
2514 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2515 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2516 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2517 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2518 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2519 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2520 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2521 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2522 break;
2523 case WINED3DTOP_SELECTARG1:
2524 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2525 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2526 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2527 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2528 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2529 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2530 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2531 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2532 break;
2533 case WINED3DTOP_SELECTARG2:
2534 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2535 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2536 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2537 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2538 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2539 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2540 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2541 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2542 break;
2543 case WINED3DTOP_MODULATE:
2544 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2545 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2546 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2547 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2548 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2549 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2550 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2551 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2552 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2553 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2554 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2555 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2556 break;
2557 case WINED3DTOP_MODULATE2X:
2558 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2559 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2560 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2561 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2562 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2563 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2564 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2565 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2566 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2567 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2568 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2569 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2570 break;
2571 case WINED3DTOP_MODULATE4X:
2572 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2573 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2574 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2575 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2576 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2577 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2578 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2579 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2580 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2581 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2582 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2583 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2584 break;
2585 case WINED3DTOP_ADD:
2586 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2587 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2588 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2589 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2590 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2591 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2592 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2593 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2594 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2595 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2596 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2597 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2598 break;
2599 case WINED3DTOP_ADDSIGNED:
2600 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2601 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2602 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2603 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2604 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2605 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2606 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2607 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2608 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2609 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2610 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2611 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2612 break;
2613 case WINED3DTOP_ADDSIGNED2X:
2614 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2615 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2616 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2617 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2618 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2619 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2620 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2621 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2622 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2623 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2624 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2625 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2626 break;
2627 case WINED3DTOP_SUBTRACT:
2628 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2630 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2631 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2632 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2633 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2634 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2635 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2636 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2637 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2638 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2639 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2640 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2641 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2642 } else {
2643 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2645 break;
2647 case WINED3DTOP_BLENDDIFFUSEALPHA:
2648 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2649 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2650 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2651 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2652 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2653 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2654 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2655 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2656 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2657 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2658 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2659 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2660 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2661 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2662 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2663 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2664 break;
2665 case WINED3DTOP_BLENDTEXTUREALPHA:
2666 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2667 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2668 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2669 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2670 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2671 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2672 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2673 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2674 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2675 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2676 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2677 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2678 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2679 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2680 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2681 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2682 break;
2683 case WINED3DTOP_BLENDFACTORALPHA:
2684 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2685 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2686 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2687 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2688 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2689 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2690 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2691 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2692 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2693 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2694 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2695 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2696 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2697 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2698 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2699 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2700 break;
2701 case WINED3DTOP_BLENDCURRENTALPHA:
2702 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2703 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2704 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2705 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2706 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2707 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2708 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2709 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2710 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2711 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2712 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2713 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2714 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2715 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2716 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2717 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2718 break;
2719 case WINED3DTOP_DOTPRODUCT3:
2720 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2722 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2723 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2725 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2727 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2728 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2729 } else {
2730 FIXME("This version of opengl does not support GL_DOT3\n");
2732 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2733 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2734 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2735 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2736 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2737 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2738 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2739 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2740 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2741 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2742 break;
2743 case WINED3DTOP_LERP:
2744 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2745 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2746 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2747 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2748 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2749 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2750 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2751 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2752 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2753 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2754 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2755 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2756 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2757 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2758 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2759 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2760 break;
2761 case WINED3DTOP_ADDSMOOTH:
2762 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2764 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2765 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2766 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2767 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2768 switch (opr1) {
2769 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2770 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2771 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2772 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2774 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2775 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2776 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2777 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2778 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2779 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2780 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2781 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2782 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2783 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2784 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2785 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2786 } else
2787 Handled = FALSE;
2788 break;
2789 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2790 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2792 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2793 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2794 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2795 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2796 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2797 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2798 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2799 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2800 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2801 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2802 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2803 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2804 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2805 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2806 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2807 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2808 } else
2809 Handled = FALSE;
2810 break;
2811 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2812 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2814 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2815 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2816 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2817 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2818 switch (opr1) {
2819 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2820 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2821 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2822 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2824 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2825 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2826 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2827 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2828 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2829 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2830 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2831 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2832 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2833 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2834 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2835 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2836 } else
2837 Handled = FALSE;
2838 break;
2839 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2840 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2842 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2843 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2844 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2845 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2846 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2847 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2848 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2849 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2850 switch (opr1) {
2851 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2852 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2853 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2854 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2856 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2857 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2858 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2859 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2860 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2861 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2862 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2863 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2864 } else
2865 Handled = FALSE;
2866 break;
2867 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2868 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2870 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2871 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2872 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2873 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2874 switch (opr1) {
2875 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2876 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2877 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2878 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2880 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2881 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2882 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2883 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2884 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2885 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2886 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2887 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2888 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2889 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2890 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2891 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2892 } else
2893 Handled = FALSE;
2894 break;
2895 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2896 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2898 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2899 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2900 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2901 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2902 switch (opr1) {
2903 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2904 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2905 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2906 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2908 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2909 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2910 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2911 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2912 switch (opr1) {
2913 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2914 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2915 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2916 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2918 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2919 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2920 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2921 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2922 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2923 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2924 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2925 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2926 } else
2927 Handled = FALSE;
2928 break;
2929 case WINED3DTOP_MULTIPLYADD:
2930 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2932 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2933 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2934 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2935 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2936 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2937 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2938 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2939 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2940 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2941 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2942 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2943 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2944 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2945 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2946 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2947 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2948 } else
2949 Handled = FALSE;
2950 break;
2951 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2952 case WINED3DTOP_BUMPENVMAP:
2953 if (gl_info->supported[NV_TEXTURE_SHADER2])
2955 /* Technically texture shader support without register combiners is possible, but not expected to occur
2956 * on real world cards, so for now a fixme should be enough
2958 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2960 default:
2961 Handled = FALSE;
2964 if (Handled) {
2965 BOOL combineOK = TRUE;
2966 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2968 DWORD op2;
2970 if (isAlpha)
2971 op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
2972 else
2973 op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
2975 /* Note: If COMBINE4 in effect can't go back to combine! */
2976 switch (op2) {
2977 case WINED3DTOP_ADDSMOOTH:
2978 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2979 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2980 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2981 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2982 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2983 case WINED3DTOP_MULTIPLYADD:
2984 /* Ignore those implemented in both cases */
2985 switch (op) {
2986 case WINED3DTOP_SELECTARG1:
2987 case WINED3DTOP_SELECTARG2:
2988 combineOK = FALSE;
2989 Handled = FALSE;
2990 break;
2991 default:
2992 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2993 return;
2998 if (combineOK)
3000 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3001 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3003 return;
3007 /* After all the extensions, if still unhandled, report fixme */
3008 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3012 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3014 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3015 const struct wined3d_device *device = context->swapchain->device;
3016 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3017 DWORD mapped_stage = device->texUnitMap[stage];
3018 const struct wined3d_gl_info *gl_info = context->gl_info;
3020 TRACE("Setting color op for stage %d\n", stage);
3022 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3023 if (use_ps(state)) return;
3025 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3027 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3029 if (tex_used && mapped_stage >= gl_info->limits.textures)
3031 FIXME("Attempt to enable unsupported stage!\n");
3032 return;
3034 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3035 checkGLcall("glActiveTextureARB");
3038 if (stage >= state->lowest_disabled_stage)
3040 TRACE("Stage disabled\n");
3041 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3043 /* Disable everything here */
3044 glDisable(GL_TEXTURE_2D);
3045 checkGLcall("glDisable(GL_TEXTURE_2D)");
3046 glDisable(GL_TEXTURE_3D);
3047 checkGLcall("glDisable(GL_TEXTURE_3D)");
3048 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3050 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3051 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3053 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3055 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3056 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3059 /* All done */
3060 return;
3063 /* The sampler will also activate the correct texture dimensions, so no
3064 * need to do it here if the sampler for this stage is dirty. */
3065 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3066 texture_activate_dimensions(state->textures[stage], gl_info);
3068 set_tex_op(gl_info, state, FALSE, stage,
3069 state->texture_states[stage][WINED3DTSS_COLOROP],
3070 state->texture_states[stage][WINED3DTSS_COLORARG1],
3071 state->texture_states[stage][WINED3DTSS_COLORARG2],
3072 state->texture_states[stage][WINED3DTSS_COLORARG0]);
3075 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3077 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3078 const struct wined3d_device *device = context->swapchain->device;
3079 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3080 DWORD mapped_stage = device->texUnitMap[stage];
3081 const struct wined3d_gl_info *gl_info = context->gl_info;
3082 DWORD op, arg1, arg2, arg0;
3084 TRACE("Setting alpha op for stage %d\n", stage);
3085 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3086 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3088 if (tex_used && mapped_stage >= gl_info->limits.textures)
3090 FIXME("Attempt to enable unsupported stage!\n");
3091 return;
3093 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3094 checkGLcall("glActiveTextureARB");
3097 op = state->texture_states[stage][WINED3DTSS_ALPHAOP];
3098 arg1 = state->texture_states[stage][WINED3DTSS_ALPHAARG1];
3099 arg2 = state->texture_states[stage][WINED3DTSS_ALPHAARG2];
3100 arg0 = state->texture_states[stage][WINED3DTSS_ALPHAARG0];
3102 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !stage && state->textures[0])
3104 struct wined3d_texture *texture = state->textures[0];
3105 GLenum texture_dimensions = texture->target;
3107 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3109 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3111 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3113 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3114 * properly. On the other hand applications can still use texture combiners apparently. This code
3115 * takes care that apps cannot remove the texture's alpha channel entirely.
3117 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3118 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3119 * and alpha component of diffuse color to draw things like translucent text and perform other
3120 * blending effects.
3122 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3123 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3124 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3125 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3126 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3127 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3128 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3129 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3130 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3131 * alpha.
3133 * What to do with multitexturing? So far no app has been found that uses color keying with
3134 * multitexturing */
3135 if (op == WINED3DTOP_DISABLE)
3137 arg1 = WINED3DTA_TEXTURE;
3138 op = WINED3DTOP_SELECTARG1;
3140 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3142 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3144 arg2 = WINED3DTA_TEXTURE;
3145 op = WINED3DTOP_MODULATE;
3147 else arg1 = WINED3DTA_TEXTURE;
3149 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3151 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3153 arg1 = WINED3DTA_TEXTURE;
3154 op = WINED3DTOP_MODULATE;
3156 else arg2 = WINED3DTA_TEXTURE;
3162 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3163 * this if block here, and the other code(color keying, texture unit selection) are the same
3165 TRACE("Setting alpha op for stage %d\n", stage);
3166 if (gl_info->supported[NV_REGISTER_COMBINERS])
3168 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3169 mapped_stage, state->texture_states[stage][WINED3DTSS_RESULTARG]);
3171 else
3173 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3177 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3179 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3180 const struct wined3d_device *device = context->swapchain->device;
3181 const struct wined3d_gl_info *gl_info = context->gl_info;
3182 DWORD mapped_stage = device->texUnitMap[texUnit];
3183 BOOL generated;
3184 int coordIdx;
3186 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3187 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3189 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3190 return;
3193 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3194 if (mapped_stage >= gl_info->limits.textures) return;
3196 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3197 checkGLcall("glActiveTextureARB");
3198 generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3199 coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3201 set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3202 state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3203 generated, context->last_was_rhw,
3204 device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3205 ? device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3206 : WINED3DFMT_UNKNOWN,
3207 device->frag_pipe->ffp_proj_control);
3209 /* The sampler applying function calls us if this changes */
3210 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3212 if(generated) {
3213 FIXME("Non-power2 texture being used with generated texture coords\n");
3215 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3216 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3217 if (!use_ps(state))
3219 TRACE("Non power two matrix multiply fixup\n");
3220 glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3225 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3227 unsigned int texture_idx;
3229 for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx)
3231 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3232 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3236 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3237 GLuint *curVBO, const struct wined3d_state *state)
3239 const struct wined3d_device *device = context->swapchain->device;
3240 const struct wined3d_gl_info *gl_info = context->gl_info;
3241 unsigned int mapped_stage = 0;
3242 unsigned int textureNo = 0;
3244 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3246 int coordIdx = state->texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3248 mapped_stage = device->texUnitMap[textureNo];
3249 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3251 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3253 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3255 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3256 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3258 if (*curVBO != e->data.buffer_object)
3260 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
3261 checkGLcall("glBindBufferARB");
3262 *curVBO = e->data.buffer_object;
3265 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3266 checkGLcall("glClientActiveTextureARB");
3268 /* The coords to supply depend completely on the fvf / vertex shader */
3269 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3270 e->data.addr + state->load_base_vertex_index * e->stride);
3271 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3273 else
3275 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3278 if (gl_info->supported[NV_REGISTER_COMBINERS])
3280 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3281 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3283 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3287 checkGLcall("loadTexCoords");
3290 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3292 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3293 const struct wined3d_device *device = context->swapchain->device;
3294 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3295 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3296 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3297 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3298 const struct wined3d_gl_info *gl_info = context->gl_info;
3299 DWORD mapped_stage = device->texUnitMap[stage];
3301 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3303 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3304 return;
3307 if (mapped_stage >= gl_info->limits.fragment_samplers)
3309 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3310 return;
3312 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3313 checkGLcall("glActiveTextureARB");
3315 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3317 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3318 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3319 * means use the vertex position (camera-space) as the input texture coordinates
3320 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3321 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3322 * to the TEXCOORDINDEX value
3324 switch (state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3326 case WINED3DTSS_TCI_PASSTHRU:
3327 /* Use the specified texture coordinates contained within the
3328 * vertex format. This value resolves to zero. */
3329 glDisable(GL_TEXTURE_GEN_S);
3330 glDisable(GL_TEXTURE_GEN_T);
3331 glDisable(GL_TEXTURE_GEN_R);
3332 glDisable(GL_TEXTURE_GEN_Q);
3333 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3334 break;
3336 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3337 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3338 * as the input texture coordinates for this stage's texture transformation. This
3339 * equates roughly to EYE_LINEAR */
3341 glMatrixMode(GL_MODELVIEW);
3342 glPushMatrix();
3343 glLoadIdentity();
3344 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3345 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3346 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3347 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3348 glPopMatrix();
3349 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3351 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3352 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3353 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3354 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3356 glEnable(GL_TEXTURE_GEN_S);
3357 glEnable(GL_TEXTURE_GEN_T);
3358 glEnable(GL_TEXTURE_GEN_R);
3359 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3361 break;
3363 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3364 /* Note that NV_TEXGEN_REFLECTION support is implied when
3365 * ARB_TEXTURE_CUBE_MAP is supported */
3366 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3368 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3369 break;
3372 glMatrixMode(GL_MODELVIEW);
3373 glPushMatrix();
3374 glLoadIdentity();
3375 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3376 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3377 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3378 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3379 glPopMatrix();
3380 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3382 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3383 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3384 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3385 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3387 glEnable(GL_TEXTURE_GEN_S);
3388 glEnable(GL_TEXTURE_GEN_T);
3389 glEnable(GL_TEXTURE_GEN_R);
3390 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3392 break;
3394 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3395 /* Note that NV_TEXGEN_REFLECTION support is implied when
3396 * ARB_TEXTURE_CUBE_MAP is supported */
3397 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3399 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3400 break;
3403 glMatrixMode(GL_MODELVIEW);
3404 glPushMatrix();
3405 glLoadIdentity();
3406 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3407 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3408 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3409 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3410 glPopMatrix();
3411 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3413 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3414 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3415 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3416 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3418 glEnable(GL_TEXTURE_GEN_S);
3419 glEnable(GL_TEXTURE_GEN_T);
3420 glEnable(GL_TEXTURE_GEN_R);
3421 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3423 break;
3425 case WINED3DTSS_TCI_SPHEREMAP:
3426 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3427 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3428 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3430 glEnable(GL_TEXTURE_GEN_S);
3431 glEnable(GL_TEXTURE_GEN_T);
3432 glDisable(GL_TEXTURE_GEN_R);
3433 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3435 break;
3437 default:
3438 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3439 state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3440 glDisable(GL_TEXTURE_GEN_S);
3441 glDisable(GL_TEXTURE_GEN_T);
3442 glDisable(GL_TEXTURE_GEN_R);
3443 glDisable(GL_TEXTURE_GEN_Q);
3444 checkGLcall("Disable texgen.");
3446 break;
3449 /* Update the texture matrix. */
3450 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage)))
3451 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS));
3453 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3454 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3455 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3456 * and do all the things linked to it
3457 * TODO: Tidy that up to reload only the arrays of the changed unit
3459 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3461 unload_tex_coords(gl_info);
3462 load_tex_coords(context, &device->strided_streams, &curVBO, state);
3466 static void tex_bumpenvlscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3468 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3469 const struct wined3d_shader *ps = state->pixel_shader;
3471 if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
3473 /* The pixel shader has to know the luminance scale. Do a constants
3474 * update if it isn't scheduled anyway. */
3475 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3476 && !isStateDirty(context, STATE_PIXELSHADER))
3477 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3481 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3483 const DWORD sampler = state_id - STATE_SAMPLER(0);
3484 const struct wined3d_texture *texture = state->textures[sampler];
3486 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3488 if(!texture) return;
3489 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3490 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3491 * scaling is reapplied or removed, the texture matrix has to be reapplied
3493 * The mapped stage is already active because the sampler() function below, which is part of the
3494 * misc pipeline
3496 if (sampler < MAX_TEXTURES)
3498 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3500 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3502 const struct wined3d_device *device = context->swapchain->device;
3504 if (texIsPow2)
3505 context->lastWasPow2Texture |= 1 << sampler;
3506 else
3507 context->lastWasPow2Texture &= ~(1 << sampler);
3509 transform_texture(context, state,
3510 STATE_TEXTURESTAGE(device->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS));
3515 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3517 const struct wined3d_device *device = context->swapchain->device;
3518 DWORD sampler = state_id - STATE_SAMPLER(0);
3519 DWORD mapped_stage = device->texUnitMap[sampler];
3520 const struct wined3d_gl_info *gl_info = context->gl_info;
3521 union {
3522 float f;
3523 DWORD d;
3524 } tmpvalue;
3526 TRACE("Sampler: %d\n", sampler);
3527 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3528 * only has to bind textures and set the per texture states
3531 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3533 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3534 return;
3537 if (mapped_stage >= gl_info->limits.combined_samplers)
3539 return;
3541 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3542 checkGLcall("glActiveTextureARB");
3544 if (state->textures[sampler])
3546 struct wined3d_texture *texture = state->textures[sampler];
3547 BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3549 texture->texture_ops->texture_bind(texture, gl_info, srgb);
3550 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3552 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3554 tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3555 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3556 GL_TEXTURE_LOD_BIAS_EXT,
3557 tmpvalue.f);
3558 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3561 if (!use_ps(state) && sampler < state->lowest_disabled_stage)
3563 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3565 /* If color keying is enabled update the alpha test, it
3566 * depends on the existence of a color key in stage 0. */
3567 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3571 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3572 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3573 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
3575 else if (mapped_stage < gl_info->limits.textures)
3577 if (sampler < state->lowest_disabled_stage)
3579 /* TODO: What should I do with pixel shaders here ??? */
3580 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3582 /* If color keying is enabled update the alpha test, it
3583 * depends on the existence of a color key in stage 0. */
3584 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3586 } /* Otherwise tex_colorop disables the stage */
3587 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler]);
3588 checkGLcall("glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler])");
3592 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3594 const struct wined3d_device *device = context->swapchain->device;
3595 BOOL use_vshader = use_vs(state);
3596 BOOL use_pshader = use_ps(state);
3597 unsigned int i;
3599 if (use_pshader)
3601 if (!context->last_was_pshader)
3603 /* Former draw without a pixel shader, some samplers may be
3604 * disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3605 * make sure to enable them. */
3606 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3608 if (!isStateDirty(context, STATE_SAMPLER(i)))
3609 sampler(context, state, STATE_SAMPLER(i));
3611 context->last_was_pshader = TRUE;
3613 else
3615 /* Otherwise all samplers were activated by the code above in
3616 * earlier draws, or by sampler() if a different texture was
3617 * bound. I don't have to do anything. */
3620 else
3622 /* Disabled the pixel shader - color ops weren't applied while it was
3623 * enabled, so re-apply them. */
3624 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3626 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3627 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3629 context->last_was_pshader = FALSE;
3632 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
3634 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3636 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
3637 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
3641 static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3643 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3644 const struct wined3d_shader *ps = state->pixel_shader;
3646 if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
3648 /* The pixel shader has to know the bump env matrix. Do a constants
3649 * update if it isn't scheduled anyway. */
3650 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3651 && !isStateDirty(context, STATE_PIXELSHADER))
3652 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3656 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3658 /* This function is called by transform_view below if the view matrix was changed too
3660 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3661 * does not always update the world matrix, only on a switch between transformed
3662 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3663 * draw, but that should be rather rare and cheaper in total.
3665 glMatrixMode(GL_MODELVIEW);
3666 checkGLcall("glMatrixMode");
3668 if(context->last_was_rhw) {
3669 glLoadIdentity();
3670 checkGLcall("glLoadIdentity()");
3672 else
3674 /* In the general case, the view matrix is the identity matrix */
3675 if (context->swapchain->device->view_ident)
3677 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3678 checkGLcall("glLoadMatrixf");
3680 else
3682 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3683 checkGLcall("glLoadMatrixf");
3684 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3685 checkGLcall("glMultMatrixf");
3690 static void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3692 UINT index = state_id - STATE_CLIPPLANE(0);
3694 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3696 return;
3699 glMatrixMode(GL_MODELVIEW);
3700 glPushMatrix();
3702 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3703 if (!use_vs(state))
3704 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3705 else
3706 /* with vertex shaders, clip planes are not transformed in direct3d,
3707 * in OpenGL they are still transformed by the model view.
3709 glLoadIdentity();
3711 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3712 state->clip_planes[index][0],
3713 state->clip_planes[index][1],
3714 state->clip_planes[index][2],
3715 state->clip_planes[index][3]);
3716 glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3717 checkGLcall("glClipPlane");
3719 glPopMatrix();
3722 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3724 UINT matrix = state_id - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3725 GLenum glMat;
3726 TRACE("Setting world matrix %d\n", matrix);
3728 if (matrix >= context->gl_info->limits.blends)
3730 WARN("Unsupported blend matrix set\n");
3731 return;
3732 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3733 return;
3736 /* GL_MODELVIEW0_ARB: 0x1700
3737 * GL_MODELVIEW1_ARB: 0x850a
3738 * GL_MODELVIEW2_ARB: 0x8722
3739 * GL_MODELVIEW3_ARB: 0x8723
3740 * etc
3741 * GL_MODELVIEW31_ARB: 0x873F
3743 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3744 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3746 glMatrixMode(glMat);
3747 checkGLcall("glMatrixMode(glMat)");
3749 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3750 * matrices while gl uses only 2. To avoid weighting the view matrix
3751 * incorrectly it has to be multiplied into every GL modelview matrix. */
3752 if (context->swapchain->device->view_ident)
3754 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3755 checkGLcall("glLoadMatrixf");
3757 else
3759 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3760 checkGLcall("glLoadMatrixf");
3761 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3762 checkGLcall("glMultMatrixf");
3766 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3768 WINED3DVERTEXBLENDFLAGS f = state->render_states[WINED3DRS_VERTEXBLEND];
3769 static unsigned int once;
3771 if (f == WINED3DVBF_DISABLE) return;
3773 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3774 else WARN("Vertex blend flags %#x not supported.\n", f);
3777 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3779 WINED3DVERTEXBLENDFLAGS val = state->render_states[WINED3DRS_VERTEXBLEND];
3780 struct wined3d_device *device = context->swapchain->device;
3781 const struct wined3d_gl_info *gl_info = context->gl_info;
3782 static unsigned int once;
3784 switch(val) {
3785 case WINED3DVBF_1WEIGHTS:
3786 case WINED3DVBF_2WEIGHTS:
3787 case WINED3DVBF_3WEIGHTS:
3788 glEnable(GL_VERTEX_BLEND_ARB);
3789 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3791 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3792 * This is enabled at context creation with enabling
3793 * GL_WEIGHT_SUM_UNITY_ARB. */
3794 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3DRS_VERTEXBLEND] + 1));
3796 if (!device->vertexBlendUsed)
3798 unsigned int i;
3799 for (i = 1; i < gl_info->limits.blends; ++i)
3801 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3802 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)));
3804 device->vertexBlendUsed = TRUE;
3806 break;
3808 case WINED3DVBF_TWEENING:
3809 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3810 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3811 else WARN("Vertex blend flags %#x not supported.\n", val);
3812 /* Fall through. */
3813 case WINED3DVBF_DISABLE:
3814 glDisable(GL_VERTEX_BLEND_ARB);
3815 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3816 break;
3820 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3822 const struct wined3d_gl_info *gl_info = context->gl_info;
3823 const struct wined3d_light_info *light = NULL;
3824 unsigned int k;
3826 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3827 * NOTE: We have to reset the positions even if the light/plane is not currently
3828 * enabled, since the call to enable it will not reset the position.
3829 * NOTE2: Apparently texture transforms do NOT need reapplying
3832 glMatrixMode(GL_MODELVIEW);
3833 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3834 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3835 checkGLcall("glLoadMatrixf(...)");
3837 /* Reset lights. TODO: Call light apply func */
3838 for (k = 0; k < gl_info->limits.lights; ++k)
3840 if (!(light = state->lights[k]))
3841 continue;
3842 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3843 checkGLcall("glLightfv posn");
3844 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3845 checkGLcall("glLightfv dirn");
3848 /* Reset Clipping Planes */
3849 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3851 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3852 clipplane(context, state, STATE_CLIPPLANE(k));
3855 if(context->last_was_rhw) {
3856 glLoadIdentity();
3857 checkGLcall("glLoadIdentity()");
3858 /* No need to update the world matrix, the identity is fine */
3859 return;
3862 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3863 * No need to do it here if the state is scheduled for update. */
3864 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
3865 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
3867 /* Avoid looping over a number of matrices if the app never used the functionality */
3868 if (context->swapchain->device->vertexBlendUsed)
3870 for (k = 1; k < gl_info->limits.blends; ++k)
3872 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k))))
3873 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)));
3878 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3880 glMatrixMode(GL_PROJECTION);
3881 checkGLcall("glMatrixMode(GL_PROJECTION)");
3882 glLoadIdentity();
3883 checkGLcall("glLoadIdentity");
3885 if (context->last_was_rhw)
3887 double x = state->viewport.X;
3888 double y = state->viewport.Y;
3889 double w = state->viewport.Width;
3890 double h = state->viewport.Height;
3892 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3893 if (context->render_offscreen)
3894 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3895 else
3896 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3897 checkGLcall("glOrtho");
3899 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3900 * render everything upside down when rendering offscreen. */
3901 if (context->render_offscreen)
3903 glScalef(1.0f, -1.0f, 1.0f);
3904 checkGLcall("glScalef");
3907 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3908 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3909 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3911 else
3913 /* The rule is that the window coordinate 0 does not correspond to the
3914 beginning of the first pixel, but the center of the first pixel.
3915 As a consequence if you want to correctly draw one line exactly from
3916 the left to the right end of the viewport (with all matrices set to
3917 be identity), the x coords of both ends of the line would be not
3918 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3919 instead.
3921 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3922 divide by the Width/Height, so we need the half range(1.0) to translate by
3923 half a pixel.
3925 The other fun is that d3d's output z range after the transformation is [0;1],
3926 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3927 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3928 of Z buffer precision and the clear values do not match in the z test. Thus scale
3929 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3933 * Careful with the order of operations here, we're essentially working backwards:
3934 * x = x + 1/w;
3935 * y = (y - 1/h) * flip;
3936 * z = z * 2 - 1;
3938 * Becomes:
3939 * glTranslatef(0.0, 0.0, -1.0);
3940 * glScalef(1.0, 1.0, 2.0);
3942 * glScalef(1.0, flip, 1.0);
3943 * glTranslatef(1/w, -1/h, 0.0);
3945 * This is equivalent to:
3946 * glTranslatef(1/w, -flip/h, -1.0)
3947 * glScalef(1.0, flip, 2.0);
3950 /* Translate by slightly less than a half pixel to force a top-left
3951 * filling convention. We want the difference to be large enough that
3952 * it doesn't get lost due to rounding inside the driver, but small
3953 * enough to prevent it from interfering with any anti-aliasing. */
3954 GLfloat xoffset = (63.0f / 64.0f) / state->viewport.Width;
3955 GLfloat yoffset = -(63.0f / 64.0f) / state->viewport.Height;
3957 if (context->render_offscreen)
3959 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3960 * render everything upside down when rendering offscreen. */
3961 glTranslatef(xoffset, -yoffset, -1.0f);
3962 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3963 glScalef(1.0f, -1.0f, 2.0f);
3964 } else {
3965 glTranslatef(xoffset, yoffset, -1.0f);
3966 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3967 glScalef(1.0f, 1.0f, 2.0f);
3969 checkGLcall("glScalef");
3971 glMultMatrixf(&state->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3972 checkGLcall("glLoadMatrixf");
3976 /* This should match any arrays loaded in load_vertex_data.
3977 * TODO: Only load / unload arrays if we have to. */
3978 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3980 glDisableClientState(GL_VERTEX_ARRAY);
3981 glDisableClientState(GL_NORMAL_ARRAY);
3982 glDisableClientState(GL_COLOR_ARRAY);
3983 if (gl_info->supported[EXT_SECONDARY_COLOR])
3985 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3987 if (gl_info->supported[ARB_VERTEX_BLEND])
3989 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3991 unload_tex_coords(gl_info);
3994 static inline void unload_numbered_array(struct wined3d_context *context, int i)
3996 const struct wined3d_gl_info *gl_info = context->gl_info;
3998 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3999 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4001 context->numbered_array_mask &= ~(1 << i);
4004 /* This should match any arrays loaded in loadNumberedArrays
4005 * TODO: Only load / unload arrays if we have to. */
4006 static void unload_numbered_arrays(struct wined3d_context *context)
4008 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4009 GLint maxAttribs = 16;
4010 int i;
4012 /* Leave all the attribs disabled */
4013 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4014 /* MESA does not support it right not */
4015 if (glGetError() != GL_NO_ERROR)
4016 maxAttribs = 16;
4017 for (i = 0; i < maxAttribs; ++i) {
4018 unload_numbered_array(context, i);
4022 static void load_numbered_arrays(struct wined3d_context *context,
4023 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4025 struct wined3d_device *device = context->swapchain->device;
4026 const struct wined3d_gl_info *gl_info = context->gl_info;
4027 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4028 int i;
4030 /* Default to no instancing */
4031 device->instancedDraw = FALSE;
4033 for (i = 0; i < MAX_ATTRIBS; i++)
4035 const struct wined3d_stream_state *stream;
4037 if (!(stream_info->use_map & (1 << i)))
4039 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4040 continue;
4043 stream = &state->streams[stream_info->elements[i].stream_idx];
4045 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4046 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4048 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4049 device->instancedDraw = TRUE;
4050 continue;
4053 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4055 if (stream_info->elements[i].stride)
4057 if (curVBO != stream_info->elements[i].data.buffer_object)
4059 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object));
4060 checkGLcall("glBindBufferARB");
4061 curVBO = stream_info->elements[i].data.buffer_object;
4063 /* Use the VBO to find out if a vertex buffer exists, not the vb
4064 * pointer. vb can point to a user pointer data blob. In that case
4065 * curVBO will be 0. If there is a vertex buffer but no vbo we
4066 * won't be load converted attributes anyway. */
4067 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4068 stream_info->elements[i].format->gl_vtx_type,
4069 stream_info->elements[i].format->gl_normalized,
4070 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4071 + state->load_base_vertex_index * stream_info->elements[i].stride));
4073 if (!(context->numbered_array_mask & (1 << i)))
4075 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4076 context->numbered_array_mask |= (1 << i);
4079 else
4081 /* Stride = 0 means always the same values.
4082 * glVertexAttribPointerARB doesn't do that. Instead disable the
4083 * pointer and set up the attribute statically. But we have to
4084 * figure out the system memory address. */
4085 const BYTE *ptr = stream_info->elements[i].data.addr;
4086 if (stream_info->elements[i].data.buffer_object)
4088 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, gl_info);
4091 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4093 switch (stream_info->elements[i].format->id)
4095 case WINED3DFMT_R32_FLOAT:
4096 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4097 break;
4098 case WINED3DFMT_R32G32_FLOAT:
4099 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4100 break;
4101 case WINED3DFMT_R32G32B32_FLOAT:
4102 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4103 break;
4104 case WINED3DFMT_R32G32B32A32_FLOAT:
4105 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4106 break;
4108 case WINED3DFMT_R8G8B8A8_UINT:
4109 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4110 break;
4111 case WINED3DFMT_B8G8R8A8_UNORM:
4112 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4114 const DWORD *src = (const DWORD *)ptr;
4115 DWORD c = *src & 0xff00ff00;
4116 c |= (*src & 0xff0000) >> 16;
4117 c |= (*src & 0xff) << 16;
4118 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4119 break;
4121 /* else fallthrough */
4122 case WINED3DFMT_R8G8B8A8_UNORM:
4123 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4124 break;
4126 case WINED3DFMT_R16G16_SINT:
4127 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4128 break;
4129 case WINED3DFMT_R16G16B16A16_SINT:
4130 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4131 break;
4133 case WINED3DFMT_R16G16_SNORM:
4135 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4136 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4137 break;
4139 case WINED3DFMT_R16G16_UNORM:
4141 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4142 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4143 break;
4145 case WINED3DFMT_R16G16B16A16_SNORM:
4146 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4147 break;
4148 case WINED3DFMT_R16G16B16A16_UNORM:
4149 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4150 break;
4152 case WINED3DFMT_R10G10B10A2_UINT:
4153 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4154 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4155 break;
4156 case WINED3DFMT_R10G10B10A2_SNORM:
4157 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4158 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4159 break;
4161 case WINED3DFMT_R16G16_FLOAT:
4162 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4163 * byte float according to the IEEE standard
4165 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4166 break;
4167 case WINED3DFMT_R16G16B16A16_FLOAT:
4168 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4169 break;
4171 default:
4172 ERR("Unexpected declaration in stride 0 attributes\n");
4173 break;
4178 checkGLcall("Loading numbered arrays");
4181 static void load_vertex_data(const struct wined3d_context *context,
4182 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4184 struct wined3d_device *device = context->swapchain->device;
4185 const struct wined3d_gl_info *gl_info = context->gl_info;
4186 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4187 const struct wined3d_stream_info_element *e;
4189 TRACE("Using fast vertex array code\n");
4191 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4192 device->instancedDraw = FALSE;
4194 /* Blend Data ---------------------------------------------- */
4195 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4196 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4198 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4200 if (gl_info->supported[ARB_VERTEX_BLEND])
4202 TRACE("Blend %u %p %u\n", e->format->component_count,
4203 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4205 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4206 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4208 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4210 if (curVBO != e->data.buffer_object)
4212 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4213 checkGLcall("glBindBufferARB");
4214 curVBO = e->data.buffer_object;
4217 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4218 e->format->gl_vtx_format,
4219 e->format->gl_vtx_type,
4220 e->stride,
4221 e->data.addr + state->load_base_vertex_index * e->stride);
4222 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4223 e->data.addr + state->load_base_vertex_index * e->stride));
4225 checkGLcall("glWeightPointerARB");
4227 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4229 static BOOL warned;
4230 if (!warned)
4232 FIXME("blendMatrixIndices support\n");
4233 warned = TRUE;
4236 } else {
4237 /* TODO: support blends in drawStridedSlow
4238 * No need to write a FIXME here, this is done after the general vertex decl decoding
4240 WARN("unsupported blending in openGl\n");
4243 else
4245 if (gl_info->supported[ARB_VERTEX_BLEND])
4247 static const GLbyte one = 1;
4248 GL_EXTCALL(glWeightbvARB(1, &one));
4249 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4253 /* Point Size ----------------------------------------------*/
4254 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4256 /* no such functionality in the fixed function GL pipeline */
4257 TRACE("Cannot change ptSize here in openGl\n");
4258 /* TODO: Implement this function in using shaders if they are available */
4261 /* Vertex Pointers -----------------------------------------*/
4262 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4264 e = &si->elements[WINED3D_FFP_POSITION];
4266 if (curVBO != e->data.buffer_object)
4268 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4269 checkGLcall("glBindBufferARB");
4270 curVBO = e->data.buffer_object;
4273 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4274 handling for rhw mode should not impact screen position whereas in GL it does.
4275 This may result in very slightly distorted textures in rhw mode.
4276 There's always the other option of fixing the view matrix to
4277 prevent w from having any effect.
4279 This only applies to user pointer sources, in VBOs the vertices are fixed up
4281 if (!e->data.buffer_object)
4283 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4284 e->data.addr + state->load_base_vertex_index * e->stride);
4285 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4286 e->data.addr + state->load_base_vertex_index * e->stride);
4288 else
4290 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4291 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4292 e->data.addr + state->load_base_vertex_index * e->stride);
4293 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4294 e->data.addr + state->load_base_vertex_index * e->stride);
4296 checkGLcall("glVertexPointer(...)");
4297 glEnableClientState(GL_VERTEX_ARRAY);
4298 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4301 /* Normals -------------------------------------------------*/
4302 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4304 e = &si->elements[WINED3D_FFP_NORMAL];
4306 if (curVBO != e->data.buffer_object)
4308 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4309 checkGLcall("glBindBufferARB");
4310 curVBO = e->data.buffer_object;
4313 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4314 e->data.addr + state->load_base_vertex_index * e->stride);
4315 glNormalPointer(e->format->gl_vtx_type, e->stride,
4316 e->data.addr + state->load_base_vertex_index * e->stride);
4317 checkGLcall("glNormalPointer(...)");
4318 glEnableClientState(GL_NORMAL_ARRAY);
4319 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4321 } else {
4322 glNormal3f(0, 0, 0);
4323 checkGLcall("glNormal3f(0, 0, 0)");
4326 /* Diffuse Colour --------------------------------------------*/
4327 /* WARNING: Data here MUST be in RGBA format, so cannot */
4328 /* go directly into fast mode from app pgm, because */
4329 /* directx requires data in BGRA format. */
4330 /* currently fixupVertices swizzles the format, but this isn't*/
4331 /* very practical when using VBOs */
4332 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4333 /* , or the user doesn't care and wants the speed advantage */
4335 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4337 e = &si->elements[WINED3D_FFP_DIFFUSE];
4339 if (curVBO != e->data.buffer_object)
4341 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4342 checkGLcall("glBindBufferARB");
4343 curVBO = e->data.buffer_object;
4346 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4347 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4348 e->data.addr + state->load_base_vertex_index * e->stride);
4349 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4350 e->data.addr + state->load_base_vertex_index * e->stride);
4351 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4352 glEnableClientState(GL_COLOR_ARRAY);
4353 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4355 } else {
4356 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4357 checkGLcall("glColor4f(1, 1, 1, 1)");
4360 /* Specular Colour ------------------------------------------*/
4361 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4363 TRACE("setting specular colour\n");
4365 e = &si->elements[WINED3D_FFP_SPECULAR];
4367 if (gl_info->supported[EXT_SECONDARY_COLOR])
4369 GLenum type = e->format->gl_vtx_type;
4370 GLint format = e->format->gl_vtx_format;
4372 if (curVBO != e->data.buffer_object)
4374 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4375 checkGLcall("glBindBufferARB");
4376 curVBO = e->data.buffer_object;
4379 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4381 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4382 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4383 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4384 * 4 component secondary colors use it
4386 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4387 e->data.addr + state->load_base_vertex_index * e->stride);
4388 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4389 e->data.addr + state->load_base_vertex_index * e->stride));
4390 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4392 else
4394 switch(type)
4396 case GL_UNSIGNED_BYTE:
4397 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4398 e->data.addr + state->load_base_vertex_index * e->stride);
4399 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4400 e->data.addr + state->load_base_vertex_index * e->stride));
4401 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4402 break;
4404 default:
4405 FIXME("Add 4 component specular color pointers for type %x\n", type);
4406 /* Make sure that the right color component is dropped */
4407 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4408 e->data.addr + state->load_base_vertex_index * e->stride);
4409 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4410 e->data.addr + state->load_base_vertex_index * e->stride));
4411 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4414 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4415 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4417 else
4419 WARN("Specular colour is not supported in this GL implementation.\n");
4422 else
4424 if (gl_info->supported[EXT_SECONDARY_COLOR])
4426 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4427 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4429 else
4431 WARN("Specular colour is not supported in this GL implementation.\n");
4435 /* Texture coords -------------------------------------------*/
4436 load_tex_coords(context, si, &curVBO, state);
4439 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4441 const struct wined3d_device *device = context->swapchain->device;
4442 BOOL load_numbered = use_vs(state) && !device->useDrawStridedSlow;
4443 BOOL load_named = !use_vs(state) && !device->useDrawStridedSlow;
4445 if (isStateDirty(context, STATE_VDECL)) return;
4446 if (context->numberedArraysLoaded && !load_numbered)
4448 unload_numbered_arrays(context);
4449 context->numberedArraysLoaded = FALSE;
4450 context->numbered_array_mask = 0;
4452 else if (context->namedArraysLoaded)
4454 unload_vertex_data(context->gl_info);
4455 context->namedArraysLoaded = FALSE;
4458 if (load_numbered)
4460 TRACE("Loading numbered arrays\n");
4461 load_numbered_arrays(context, &device->strided_streams, state);
4462 context->numberedArraysLoaded = TRUE;
4464 else if (load_named)
4466 TRACE("Loading vertex data\n");
4467 load_vertex_data(context, &device->strided_streams, state);
4468 context->namedArraysLoaded = TRUE;
4472 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4474 if (isStateDirty(context, STATE_STREAMSRC))
4475 return;
4476 streamsrc(context, state, STATE_STREAMSRC);
4479 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4481 const struct wined3d_device *device = context->swapchain->device;
4482 const struct wined3d_gl_info *gl_info = context->gl_info;
4483 BOOL useVertexShaderFunction = use_vs(state);
4484 BOOL usePixelShaderFunction = use_ps(state);
4485 BOOL updateFog = FALSE;
4486 BOOL transformed;
4487 BOOL wasrhw = context->last_was_rhw;
4488 unsigned int i;
4490 transformed = device->strided_streams.position_transformed;
4491 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4492 updateFog = TRUE;
4494 context->last_was_rhw = transformed;
4496 /* Don't have to apply the matrices when vertex shaders are used. When
4497 * vshaders are turned off this function will be called again anyway to
4498 * make sure they're properly set. */
4499 if (!useVertexShaderFunction)
4501 /* TODO: Move this mainly to the viewport state and only apply when
4502 * the vp has changed or transformed / untransformed was switched. */
4503 if (wasrhw != context->last_was_rhw
4504 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))
4505 && !isStateDirty(context, STATE_VIEWPORT))
4506 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4507 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4508 * mode.
4510 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4511 * this check will fail and the matrix not applied again. This is OK because a simple
4512 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4513 * needs of the vertex declaration.
4515 * World and view matrix go into the same gl matrix, so only apply them when neither is
4516 * dirty
4518 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))
4519 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)))
4520 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4521 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX)))
4522 state_colormat(context, state, STATE_RENDER(WINED3DRS_COLORVERTEX));
4523 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING)))
4524 state_lighting(context, state, STATE_RENDER(WINED3DRS_LIGHTING));
4526 if (context->last_was_vshader)
4528 updateFog = TRUE;
4530 if (!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE)))
4531 state_clipping(context, state, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE));
4533 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4535 clipplane(context, state, STATE_CLIPPLANE(i));
4538 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS)))
4539 state_normalize(context, state, STATE_RENDER(WINED3DRS_NORMALIZENORMALS));
4541 else
4543 if(!context->last_was_vshader) {
4544 static BOOL warned = FALSE;
4545 if(!device->vs_clipping) {
4546 /* Disable all clip planes to get defined results on all drivers. See comment in the
4547 * state_clipping state handler
4549 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4551 glDisable(GL_CLIP_PLANE0 + i);
4552 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4555 if (!warned && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4557 FIXME("Clipping not supported with vertex shaders\n");
4558 warned = TRUE;
4561 if (wasrhw)
4563 /* Apply the transform matrices when switching from rhw
4564 * drawing to vertex shaders. Vertex shaders themselves do
4565 * not need it, but the matrices are not reapplied
4566 * automatically when switching back from vertex shaders to
4567 * fixed function processing. So make sure we leave the fixed
4568 * function vertex processing states back in a sane state
4569 * before switching to shaders. */
4570 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4571 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4572 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
4573 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4575 updateFog = TRUE;
4577 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4578 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4579 * device->vs_clipping is false.
4581 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4583 clipplane(context, state, STATE_CLIPPLANE(i));
4588 /* Vertex and pixel shaders are applied together, so let the last dirty
4589 * state do the application. */
4590 if (!isStateDirty(context, STATE_PIXELSHADER))
4592 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4594 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)
4595 && (useVertexShaderFunction || usePixelShaderFunction))
4596 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4599 context->last_was_vshader = useVertexShaderFunction;
4601 if (updateFog)
4602 context_apply_state(context, state, STATE_RENDER(WINED3DRS_FOGVERTEXMODE));
4604 if (!useVertexShaderFunction)
4606 unsigned int i;
4608 for (i = 0; i < MAX_TEXTURES; ++i)
4610 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i)))
4611 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS));
4616 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4618 const struct wined3d_surface *target = state->fb->render_targets[0];
4619 WINED3DVIEWPORT vp = state->viewport;
4621 if (vp.Width > target->resource.width)
4622 vp.Width = target->resource.width;
4623 if (vp.Height > target->resource.height)
4624 vp.Height = target->resource.height;
4626 glDepthRange(vp.MinZ, vp.MaxZ);
4627 checkGLcall("glDepthRange");
4628 /* Note: GL requires lower left, DirectX supplies upper left. This is
4629 * reversed when using offscreen rendering. */
4630 if (context->render_offscreen)
4632 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4634 else
4636 UINT width, height;
4638 target->get_drawable_size(context, &width, &height);
4639 glViewport(vp.X, (height - (vp.Y + vp.Height)),
4640 vp.Width, vp.Height);
4643 checkGLcall("glViewport");
4646 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4648 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4649 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4650 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE)))
4651 state_pscale(context, state, STATE_RENDER(WINED3DRS_POINTSCALEENABLE));
4652 /* Update the position fixup. */
4653 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4654 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4657 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4659 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4660 const struct wined3d_light_info *lightInfo = state->lights[Index];
4662 if (!lightInfo)
4664 glDisable(GL_LIGHT0 + Index);
4665 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4667 else
4669 float quad_att;
4670 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4672 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4673 glMatrixMode(GL_MODELVIEW);
4674 glPushMatrix();
4675 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
4677 /* Diffuse: */
4678 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4679 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4680 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4681 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4682 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4683 checkGLcall("glLightfv");
4685 /* Specular */
4686 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4687 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4688 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4689 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4690 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4691 checkGLcall("glLightfv");
4693 /* Ambient */
4694 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4695 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4696 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4697 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4698 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4699 checkGLcall("glLightfv");
4701 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4702 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4703 } else {
4704 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4707 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4708 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4709 * Attenuation0 to NaN and crashes in the gl lib
4712 switch (lightInfo->OriginalParms.Type) {
4713 case WINED3DLIGHT_POINT:
4714 /* Position */
4715 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4716 checkGLcall("glLightfv");
4717 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4718 checkGLcall("glLightf");
4719 /* Attenuation - Are these right? guessing... */
4720 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4721 checkGLcall("glLightf");
4722 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4723 checkGLcall("glLightf");
4724 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4725 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4726 checkGLcall("glLightf");
4727 /* FIXME: Range */
4728 break;
4730 case WINED3DLIGHT_SPOT:
4731 /* Position */
4732 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4733 checkGLcall("glLightfv");
4734 /* Direction */
4735 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4736 checkGLcall("glLightfv");
4737 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4738 checkGLcall("glLightf");
4739 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4740 checkGLcall("glLightf");
4741 /* Attenuation - Are these right? guessing... */
4742 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4743 checkGLcall("glLightf");
4744 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4745 checkGLcall("glLightf");
4746 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4747 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4748 checkGLcall("glLightf");
4749 /* FIXME: Range */
4750 break;
4752 case WINED3DLIGHT_DIRECTIONAL:
4753 /* Direction */
4754 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4755 checkGLcall("glLightfv");
4756 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4757 checkGLcall("glLightf");
4758 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4759 checkGLcall("glLightf");
4760 break;
4762 default:
4763 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4766 /* Restore the modelview matrix */
4767 glPopMatrix();
4769 glEnable(GL_LIGHT0 + Index);
4770 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4774 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4776 const RECT *r = &state->scissor_rect;
4778 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4779 * so our viewport correction does not apply. Warning2: Even in windowed
4780 * mode the coords are relative to the window, not the screen. */
4781 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4783 if (context->render_offscreen)
4785 glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4787 else
4789 const struct wined3d_surface *target = state->fb->render_targets[0];
4790 UINT height;
4791 UINT width;
4793 target->get_drawable_size(context, &width, &height);
4794 glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4796 checkGLcall("glScissor");
4799 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4801 const struct wined3d_gl_info *gl_info = context->gl_info;
4803 if (state->user_stream || !state->index_buffer)
4805 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4807 else
4809 struct wined3d_buffer *ib = state->index_buffer;
4810 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4814 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4816 if (context->render_offscreen)
4818 glFrontFace(GL_CCW);
4819 checkGLcall("glFrontFace(GL_CCW)");
4820 } else {
4821 glFrontFace(GL_CW);
4822 checkGLcall("glFrontFace(GL_CW)");
4826 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4828 static BOOL warned;
4830 if (!warned)
4832 WARN("Point sprite coordinate origin switching not supported.\n");
4833 warned = TRUE;
4837 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4839 const struct wined3d_gl_info *gl_info = context->gl_info;
4840 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4842 if (glPointParameteri)
4844 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin);
4845 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4847 else if (gl_info->supported[NV_POINT_SPRITE])
4849 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4850 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4854 const struct StateEntryTemplate misc_state_template[] = {
4855 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4856 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4857 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4858 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4859 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4860 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4861 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4862 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4863 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4864 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4865 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4866 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4867 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4868 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4869 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4870 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4872 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4873 * vshader loadings are untied from each other
4875 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4876 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4877 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4878 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4879 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4880 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4881 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4882 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4883 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4884 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4885 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4886 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4926 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4927 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4928 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4929 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4930 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4965 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5001 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5003 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5007 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5009 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5013 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5015 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5017 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5019 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5022 /* Samplers */
5023 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5024 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5025 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5026 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5027 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5028 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5029 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5030 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5031 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5032 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5033 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5034 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5035 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5036 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5037 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5038 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5039 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5040 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5041 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5042 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5043 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5044 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5045 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5046 { STATE_PIXELSHADER, { STATE_PIXELSHADER, context_state_drawbuf},WINED3D_GL_EXT_NONE },
5047 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5050 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5051 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5052 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5053 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5055 /* Clip planes */
5056 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5057 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5058 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5059 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5060 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5061 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5062 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5063 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5064 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5065 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5066 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5067 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5068 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5069 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5070 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5071 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5072 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5073 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5074 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5075 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5076 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5077 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5078 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5079 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5080 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5081 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5082 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5083 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5084 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5085 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5086 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5087 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5088 /* Lights */
5089 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5090 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5091 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5092 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5093 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5094 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5095 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5096 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5097 /* Viewport */
5098 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5099 /* Transform states follow */
5100 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5367 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5368 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5369 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5370 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5371 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5372 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5373 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5374 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5382 /* Fog */
5383 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5384 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5385 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5386 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5387 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5388 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5389 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5390 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5391 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5392 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5393 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5394 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5395 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5396 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5397 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5398 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5399 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5400 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5401 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5402 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5403 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5404 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5405 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5406 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5407 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5408 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5409 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5410 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5411 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5412 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5413 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5414 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5415 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5417 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5418 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5419 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5421 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5422 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5423 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5424 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5425 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5426 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5427 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5428 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5429 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5430 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5431 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5432 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5433 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5434 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5435 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5436 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5437 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5438 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5439 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5440 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5441 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5442 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5443 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5444 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5445 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5448 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5449 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5450 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5451 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5452 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5453 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5454 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5455 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5530 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5532 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5533 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5534 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5535 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5536 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5537 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5538 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5539 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5540 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5541 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5542 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5543 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5544 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5545 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5546 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5547 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5550 /* Context activation and GL locking are done by the caller. */
5551 static void ffp_enable(BOOL enable) {}
5553 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5555 caps->PrimitiveMiscCaps = 0;
5556 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5557 | WINED3DTEXOPCAPS_ADDSIGNED
5558 | WINED3DTEXOPCAPS_ADDSIGNED2X
5559 | WINED3DTEXOPCAPS_MODULATE
5560 | WINED3DTEXOPCAPS_MODULATE2X
5561 | WINED3DTEXOPCAPS_MODULATE4X
5562 | WINED3DTEXOPCAPS_SELECTARG1
5563 | WINED3DTEXOPCAPS_SELECTARG2
5564 | WINED3DTEXOPCAPS_DISABLE;
5566 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5567 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5568 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5570 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5571 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5572 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5573 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5574 | WINED3DTEXOPCAPS_LERP
5575 | WINED3DTEXOPCAPS_SUBTRACT;
5577 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5578 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5580 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5581 | WINED3DTEXOPCAPS_MULTIPLYADD
5582 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5583 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5584 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5586 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5587 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5589 caps->MaxTextureBlendStages = gl_info->limits.textures;
5590 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5593 static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
5594 static void ffp_fragment_free(struct wined3d_device *device) {}
5595 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5597 if (TRACE_ON(d3d))
5599 TRACE("Checking support for fixup:\n");
5600 dump_color_fixup_desc(fixup);
5603 /* We only support identity conversions. */
5604 if (is_identity_fixup(fixup))
5606 TRACE("[OK]\n");
5607 return TRUE;
5610 TRACE("[FAILED]\n");
5611 return FALSE;
5614 const struct fragment_pipeline ffp_fragment_pipeline = {
5615 ffp_enable,
5616 ffp_fragment_get_caps,
5617 ffp_fragment_alloc,
5618 ffp_fragment_free,
5619 ffp_color_fixup_supported,
5620 ffp_fragmentstate_template,
5621 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5624 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5626 unsigned int i;
5627 for(i = 0; funcs[i]; i++);
5628 return i;
5631 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5633 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5634 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5637 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5639 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5640 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5641 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5644 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5646 unsigned int start, last, i;
5648 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5649 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5650 for (i = start; i <= last; ++i)
5652 state_table[i].representative = 0;
5653 state_table[i].apply = state_undefined;
5656 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5657 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5658 for (i = start; i <= last; ++i)
5660 state_table[i].representative = 0;
5661 state_table[i].apply = state_undefined;
5664 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5665 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5666 for (i = start; i <= last; ++i)
5668 state_table[i].representative = 0;
5669 state_table[i].apply = state_undefined;
5673 static void validate_state_table(struct StateEntry *state_table)
5675 static const struct
5677 DWORD first;
5678 DWORD last;
5680 rs_holes[] =
5682 { 1, 1},
5683 { 3, 3},
5684 { 17, 18},
5685 { 21, 21},
5686 { 42, 45},
5687 { 47, 47},
5688 { 61, 127},
5689 {149, 150},
5690 {169, 169},
5691 {177, 177},
5692 {196, 197},
5693 { 0, 0},
5695 static const DWORD simple_states[] =
5697 STATE_MATERIAL,
5698 STATE_VDECL,
5699 STATE_STREAMSRC,
5700 STATE_INDEXBUFFER,
5701 STATE_VERTEXSHADERCONSTANT,
5702 STATE_PIXELSHADERCONSTANT,
5703 STATE_VSHADER,
5704 STATE_PIXELSHADER,
5705 STATE_VIEWPORT,
5706 STATE_SCISSORRECT,
5707 STATE_FRONTFACE,
5708 STATE_POINTSPRITECOORDORIGIN,
5709 STATE_BASEVERTEXINDEX,
5710 STATE_FRAMEBUFFER
5712 unsigned int i, current;
5714 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5716 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5718 if (!state_table[i].representative)
5719 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5721 else if (state_table[i].representative)
5722 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5724 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5727 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5729 if (!state_table[simple_states[i]].representative)
5730 ERR("State %s (%#x) should have a representative.\n",
5731 debug_d3dstate(simple_states[i]), simple_states[i]);
5734 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5736 DWORD rep = state_table[i].representative;
5737 if (rep)
5739 if (state_table[rep].representative != rep)
5741 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5742 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5743 state_table[i].representative = 0;
5746 if (rep != i)
5748 if (state_table[i].apply)
5749 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5751 else if (!state_table[i].apply)
5753 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5759 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5760 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5761 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5763 unsigned int i, type, handlers;
5764 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5765 const struct StateEntryTemplate *cur;
5766 BOOL set[STATE_HIGHEST + 1];
5768 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5770 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5771 StateTable[i].representative = 0;
5772 StateTable[i].apply = state_undefined;
5775 for(type = 0; type < 3; type++) {
5776 /* This switch decides the order in which the states are applied */
5777 switch(type) {
5778 case 0: cur = misc; break;
5779 case 1: cur = fragment->states; break;
5780 case 2: cur = vertex; break;
5781 default: cur = NULL; /* Stupid compiler */
5783 if(!cur) continue;
5785 /* GL extension filtering should not prevent multiple handlers being applied from different
5786 * pipeline parts
5788 memset(set, 0, sizeof(set));
5790 for(i = 0; cur[i].state; i++) {
5791 APPLYSTATEFUNC *funcs_array;
5793 /* Only use the first matching state with the available extension from one template.
5794 * e.g.
5795 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5796 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5798 * if GL_XYZ_fancy is supported, ignore the 2nd line
5800 if(set[cur[i].state]) continue;
5801 /* Skip state lines depending on unsupported extensions */
5802 if (!gl_info->supported[cur[i].extension]) continue;
5803 set[cur[i].state] = TRUE;
5804 /* In some cases having an extension means that nothing has to be
5805 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5806 * supported, the texture coordinate fixup can be ignored. If the
5807 * apply function is used, mark the state set(done above) to prevent
5808 * applying later lines, but do not record anything in the state
5809 * table
5811 if (!cur[i].content.representative) continue;
5813 handlers = num_handlers(multistate_funcs[cur[i].state]);
5814 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5815 switch(handlers) {
5816 case 0:
5817 StateTable[cur[i].state].apply = cur[i].content.apply;
5818 break;
5819 case 1:
5820 StateTable[cur[i].state].apply = multistate_apply_2;
5821 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5823 sizeof(**dev_multistate_funcs) * 2);
5824 if (!dev_multistate_funcs[cur[i].state]) {
5825 goto out_of_mem;
5828 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5829 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5830 break;
5831 case 2:
5832 StateTable[cur[i].state].apply = multistate_apply_3;
5833 funcs_array = HeapReAlloc(GetProcessHeap(),
5835 dev_multistate_funcs[cur[i].state],
5836 sizeof(**dev_multistate_funcs) * 3);
5837 if (!funcs_array) {
5838 goto out_of_mem;
5841 dev_multistate_funcs[cur[i].state] = funcs_array;
5842 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5843 break;
5844 default:
5845 ERR("Unexpected amount of state handlers for state %u: %u\n",
5846 cur[i].state, handlers + 1);
5849 if(StateTable[cur[i].state].representative &&
5850 StateTable[cur[i].state].representative != cur[i].content.representative) {
5851 FIXME("State %u has different representatives in different pipeline parts\n",
5852 cur[i].state);
5854 StateTable[cur[i].state].representative = cur[i].content.representative;
5858 prune_invalid_states(StateTable, gl_info);
5859 validate_state_table(StateTable);
5861 return WINED3D_OK;
5863 out_of_mem:
5864 for (i = 0; i <= STATE_HIGHEST; ++i) {
5865 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5868 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5870 return E_OUTOFMEMORY;