wined3d: Implement independent color write masks.
[wine/multimedia.git] / dlls / wined3d / state.c
blobe516364cdff78d40cdfefd16c8efdff7a3423153
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 #define GLINFO_LOCATION (*context->gl_info)
40 /* GL locking for state handlers is done by the caller. */
42 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
44 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
46 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
47 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
49 if(STATE_IS_RENDER(state)) {
50 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
51 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
52 } else {
53 /* Shouldn't have an unknown type here */
54 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
58 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
60 ERR("Undefined state.\n");
63 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
65 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
67 switch(Value) {
68 case WINED3DFILL_POINT:
69 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
71 break;
72 case WINED3DFILL_WIREFRAME:
73 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
74 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
75 break;
76 case WINED3DFILL_SOLID:
77 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
78 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
79 break;
80 default:
81 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
85 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
87 /* Lighting is not enabled if transformed vertices are drawn
88 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
89 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
90 * vertex declaration applying function calls this function for updating
93 if(isStateDirty(context, STATE_VDECL)) {
94 return;
97 if (stateblock->renderState[WINED3DRS_LIGHTING]
98 && !stateblock->device->strided_streams.position_transformed)
100 glEnable(GL_LIGHTING);
101 checkGLcall("glEnable GL_LIGHTING");
102 } else {
103 glDisable(GL_LIGHTING);
104 checkGLcall("glDisable GL_LIGHTING");
108 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
110 /* No z test without depth stencil buffers */
111 if (!stateblock->device->stencilBufferTarget)
113 TRACE("No Z buffer - disabling depth test\n");
114 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
115 checkGLcall("glDisable GL_DEPTH_TEST");
116 return;
119 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
120 case WINED3DZB_FALSE:
121 glDisable(GL_DEPTH_TEST);
122 checkGLcall("glDisable GL_DEPTH_TEST");
123 break;
124 case WINED3DZB_TRUE:
125 glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 break;
128 case WINED3DZB_USEW:
129 glEnable(GL_DEPTH_TEST);
130 checkGLcall("glEnable GL_DEPTH_TEST");
131 FIXME("W buffer is not well handled\n");
132 break;
133 default:
134 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
138 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
140 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
141 * switch
143 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
144 case WINED3DCULL_NONE:
145 glDisable(GL_CULL_FACE);
146 checkGLcall("glDisable GL_CULL_FACE");
147 break;
148 case WINED3DCULL_CW:
149 glEnable(GL_CULL_FACE);
150 checkGLcall("glEnable GL_CULL_FACE");
151 glCullFace(GL_FRONT);
152 checkGLcall("glCullFace(GL_FRONT)");
153 break;
154 case WINED3DCULL_CCW:
155 glEnable(GL_CULL_FACE);
156 checkGLcall("glEnable GL_CULL_FACE");
157 glCullFace(GL_BACK);
158 checkGLcall("glCullFace(GL_BACK)");
159 break;
160 default:
161 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
165 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
167 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
168 case WINED3DSHADE_FLAT:
169 glShadeModel(GL_FLAT);
170 checkGLcall("glShadeModel(GL_FLAT)");
171 break;
172 case WINED3DSHADE_GOURAUD:
173 glShadeModel(GL_SMOOTH);
174 checkGLcall("glShadeModel(GL_SMOOTH)");
175 break;
176 case WINED3DSHADE_PHONG:
177 FIXME("WINED3DSHADE_PHONG isn't supported\n");
178 break;
179 default:
180 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
184 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
186 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
187 glEnable(GL_DITHER);
188 checkGLcall("glEnable GL_DITHER");
189 } else {
190 glDisable(GL_DITHER);
191 checkGLcall("glDisable GL_DITHER");
195 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
197 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
198 * this has to be merged with ZENABLE and ZFUNC
200 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
201 glDepthMask(1);
202 checkGLcall("glDepthMask(1)");
203 } else {
204 glDepthMask(0);
205 checkGLcall("glDepthMask(0)");
209 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
211 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
213 if(glParm) {
214 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
215 static BOOL once = FALSE;
216 /* There are a few issues with this: First, our inability to
217 * select a proper Z depth, most of the time we're stuck with
218 * D24S8, even if the app selects D32 or D16. There seem to be
219 * some other precision problems which have to be debugged to
220 * make NOTEQUAL and EQUAL work properly
222 if(!once) {
223 once = TRUE;
224 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
228 glDepthFunc(glParm);
229 checkGLcall("glDepthFunc");
233 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
235 float col[4];
236 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
238 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
239 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
240 checkGLcall("glLightModel for MODEL_AMBIENT");
243 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
245 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
246 int srcBlend = GL_ZERO;
247 int dstBlend = GL_ZERO;
249 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
250 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
251 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
252 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
254 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
255 * The d3d9 visual test confirms the behavior. */
256 if (context->render_offscreen
257 && !(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
259 glDisable(GL_BLEND);
260 checkGLcall("glDisable GL_BLEND");
261 return;
262 } else {
263 glEnable(GL_BLEND);
264 checkGLcall("glEnable GL_BLEND");
266 } else {
267 glDisable(GL_BLEND);
268 checkGLcall("glDisable GL_BLEND");
269 /* Nothing more to do - get out */
270 return;
273 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
274 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
275 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
276 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
277 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
278 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
279 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
280 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
281 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
283 /* To compensate the lack of format switching with backbuffer offscreen rendering,
284 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
285 * if the render target doesn't support alpha blending. A nonexistent alpha channel
286 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
288 case WINED3DBLEND_DESTALPHA :
289 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
290 break;
291 case WINED3DBLEND_INVDESTALPHA :
292 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
293 break;
295 case WINED3DBLEND_SRCALPHASAT :
296 dstBlend = GL_SRC_ALPHA_SATURATE;
297 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
298 break;
300 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
301 * values which are still valid up to d3d9. They should not occur as dest blend values
303 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
304 srcBlend = GL_SRC_ALPHA;
305 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
306 break;
308 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
309 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
310 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
311 break;
313 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
314 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
315 default:
316 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
319 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
320 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
321 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
322 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
323 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
324 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
325 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
326 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
327 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
328 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
330 case WINED3DBLEND_DESTALPHA :
331 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
332 break;
333 case WINED3DBLEND_INVDESTALPHA :
334 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
335 break;
337 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
338 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
339 break;
341 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
342 dstBlend = GL_SRC_ALPHA;
343 break;
345 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
346 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
347 default:
348 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
351 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
352 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
353 glEnable(GL_LINE_SMOOTH);
354 checkGLcall("glEnable(GL_LINE_SMOOTH)");
355 if(srcBlend != GL_SRC_ALPHA) {
356 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
358 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
359 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
361 } else {
362 glDisable(GL_LINE_SMOOTH);
363 checkGLcall("glDisable(GL_LINE_SMOOTH)");
366 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
367 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
368 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
371 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
372 int srcBlendAlpha = GL_ZERO;
373 int dstBlendAlpha = GL_ZERO;
375 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
376 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
378 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
379 return;
382 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
383 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
384 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
385 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
386 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
387 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
388 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
389 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
390 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
391 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
392 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
393 case WINED3DBLEND_SRCALPHASAT :
394 dstBlend = GL_SRC_ALPHA_SATURATE;
395 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
396 break;
397 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
398 * values which are still valid up to d3d9. They should not occur as dest blend values
400 case WINED3DBLEND_BOTHSRCALPHA :
401 dstBlendAlpha = GL_SRC_ALPHA;
402 srcBlendAlpha = GL_SRC_ALPHA;
403 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
404 break;
405 case WINED3DBLEND_BOTHINVSRCALPHA :
406 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
407 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
408 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
409 break;
410 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
411 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
412 default:
413 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
416 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
417 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
418 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
419 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
420 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
421 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
422 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
423 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
424 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
425 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
426 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
427 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
428 case WINED3DBLEND_BOTHSRCALPHA :
429 srcBlendAlpha = GL_SRC_ALPHA;
430 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 break;
432 case WINED3DBLEND_BOTHINVSRCALPHA :
433 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
434 dstBlendAlpha = GL_SRC_ALPHA;
435 break;
436 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
437 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
438 default:
439 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
442 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
443 checkGLcall("glBlendFuncSeparateEXT");
444 } else {
445 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
446 glBlendFunc(srcBlend, dstBlend);
447 checkGLcall("glBlendFunc");
450 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
451 so it may need updating */
452 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE])
454 const struct StateEntry *StateTable = stateblock->device->StateTable;
455 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
459 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
461 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
464 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
466 float col[4];
468 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
469 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
470 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
471 checkGLcall("glBlendColor");
474 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
476 int glParm = 0;
477 float ref;
478 BOOL enable_ckey = FALSE;
480 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
482 /* Find out if the texture on the first stage has a ckey set
483 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
484 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
485 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
486 * in case it finds some texture+colorkeyenable combination which needs extra care.
488 if (stateblock->textures[0])
490 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
492 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
494 IWineD3DSurfaceImpl *surf;
496 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
498 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
500 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
501 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
502 * surface has alpha bits */
503 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
508 if (enable_ckey || context->last_was_ckey)
510 const struct StateEntry *StateTable = stateblock->device->StateTable;
511 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
513 context->last_was_ckey = enable_ckey;
515 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
516 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
517 glEnable(GL_ALPHA_TEST);
518 checkGLcall("glEnable GL_ALPHA_TEST");
519 } else {
520 glDisable(GL_ALPHA_TEST);
521 checkGLcall("glDisable GL_ALPHA_TEST");
522 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
523 * enable call
525 return;
528 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
529 glParm = GL_NOTEQUAL;
530 ref = 0.0f;
531 } else {
532 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
533 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
535 if(glParm) {
536 glAlphaFunc(glParm, ref);
537 checkGLcall("glAlphaFunc");
541 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
543 const struct wined3d_gl_info *gl_info = context->gl_info;
544 DWORD enable = 0xFFFFFFFF;
545 DWORD disable = 0x00000000;
547 if (!stateblock->device->vs_clipping && use_vs(stateblock))
549 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
550 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
551 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
552 * of that - don't do anything here and keep them disabled
554 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
555 static BOOL warned = FALSE;
556 if(!warned) {
557 FIXME("Clipping not supported with vertex shaders\n");
558 warned = TRUE;
561 return;
564 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
565 * of already set values
568 /* If enabling / disabling all
569 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
571 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
572 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
573 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
574 if (gl_info->supported[ARB_DEPTH_CLAMP])
576 glDisable(GL_DEPTH_CLAMP);
577 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
579 } else {
580 disable = 0xffffffff;
581 enable = 0x00;
582 if (gl_info->supported[ARB_DEPTH_CLAMP])
584 glEnable(GL_DEPTH_CLAMP);
585 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
587 else
589 FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
593 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
594 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
595 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
596 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
597 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
598 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
600 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
601 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
602 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
603 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
604 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
605 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
607 /** update clipping status */
608 if (enable) {
609 stateblock->clip_status.ClipUnion = 0;
610 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
611 } else {
612 stateblock->clip_status.ClipUnion = 0;
613 stateblock->clip_status.ClipIntersection = 0;
617 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
619 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
622 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
624 int blendEquation = GL_FUNC_ADD;
625 int blendEquationAlpha = GL_FUNC_ADD;
627 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
628 if (stateblock->renderState[WINED3DRS_BLENDOPALPHA]
629 && !context->gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
631 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
632 return;
635 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
636 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
637 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
638 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
639 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
640 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
641 default:
642 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
645 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
646 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
647 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
648 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
649 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
650 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
651 default:
652 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
655 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
656 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
657 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
658 checkGLcall("glBlendEquationSeparateEXT");
659 } else {
660 TRACE("glBlendEquation(%x)\n", blendEquation);
661 GL_EXTCALL(glBlendEquationEXT(blendEquation));
662 checkGLcall("glBlendEquation");
666 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
668 const struct wined3d_gl_info *gl_info = context->gl_info;
669 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
670 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
671 * specular color. This is wrong:
672 * Separate specular color means the specular colour is maintained separately, whereas
673 * single color means it is merged in. However in both cases they are being used to
674 * some extent.
675 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
676 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
677 * running 1.4 yet!
680 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
681 * Instead, we need to setup the FinalCombiner properly.
683 * The default setup for the FinalCombiner is:
685 * <variable> <input> <mapping> <usage>
686 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
687 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
688 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
689 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
690 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
691 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
692 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
694 * That's pretty much fine as it is, except for variable B, which needs to take
695 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
696 * whether WINED3DRS_SPECULARENABLE is enabled or not.
699 TRACE("Setting specular enable state and materials\n");
700 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
701 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
702 checkGLcall("glMaterialfv");
704 if (stateblock->material.Power > gl_info->limits.shininess)
706 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
707 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
708 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
709 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
710 * them, it should be safe to do so without major visual distortions.
712 WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
713 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
714 } else {
715 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
717 checkGLcall("glMaterialf(GL_SHININESS)");
719 if (gl_info->supported[EXT_SECONDARY_COLOR])
721 glEnable(GL_COLOR_SUM_EXT);
723 else
725 TRACE("Specular colors cannot be enabled in this version of opengl\n");
727 checkGLcall("glEnable(GL_COLOR_SUM)");
729 if (gl_info->supported[NV_REGISTER_COMBINERS])
731 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
732 checkGLcall("glFinalCombinerInputNV()");
734 } else {
735 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
737 /* for the case of enabled lighting: */
738 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
739 checkGLcall("glMaterialfv");
741 /* for the case of disabled lighting: */
742 if (gl_info->supported[EXT_SECONDARY_COLOR])
744 glDisable(GL_COLOR_SUM_EXT);
746 else
748 TRACE("Specular colors cannot be disabled in this version of opengl\n");
750 checkGLcall("glDisable(GL_COLOR_SUM)");
752 if (gl_info->supported[NV_REGISTER_COMBINERS])
754 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
755 checkGLcall("glFinalCombinerInputNV()");
759 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
760 stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
761 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
762 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
763 stateblock->material.Ambient.r, stateblock->material.Ambient.g,
764 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
765 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
766 stateblock->material.Specular.r, stateblock->material.Specular.g,
767 stateblock->material.Specular.b, stateblock->material.Specular.a);
768 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
769 stateblock->material.Emissive.r, stateblock->material.Emissive.g,
770 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
772 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
773 checkGLcall("glMaterialfv(GL_AMBIENT)");
774 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
775 checkGLcall("glMaterialfv(GL_DIFFUSE)");
776 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
777 checkGLcall("glMaterialfv(GL_EMISSION)");
780 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
782 unsigned int i;
784 /* Note the texture color applies to all textures whereas
785 * GL_TEXTURE_ENV_COLOR applies to active only
787 float col[4];
788 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
790 /* And now the default texture color as well */
791 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
793 /* Note the WINED3DRS value applies to all textures, but GL has one
794 * per texture, so apply it now ready to be used!
796 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
797 checkGLcall("glActiveTextureARB");
799 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
800 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
804 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
805 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
807 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
808 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
809 GL_EXTCALL(glActiveStencilFaceEXT(face));
810 checkGLcall("glActiveStencilFaceEXT(...)");
811 glStencilFunc(func, ref, mask);
812 checkGLcall("glStencilFunc(...)");
813 glStencilOp(stencilFail, depthFail, stencilPass);
814 checkGLcall("glStencilOp(...)");
817 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
819 const struct wined3d_gl_info *gl_info = context->gl_info;
820 DWORD onesided_enable = FALSE;
821 DWORD twosided_enable = FALSE;
822 GLint func = GL_ALWAYS;
823 GLint func_ccw = GL_ALWAYS;
824 GLint ref = 0;
825 GLuint mask = 0;
826 GLint stencilFail = GL_KEEP;
827 GLint depthFail = GL_KEEP;
828 GLint stencilPass = GL_KEEP;
829 GLint stencilFail_ccw = GL_KEEP;
830 GLint depthFail_ccw = GL_KEEP;
831 GLint stencilPass_ccw = GL_KEEP;
833 /* No stencil test without a stencil buffer. */
834 if (!stateblock->device->stencilBufferTarget)
836 glDisable(GL_STENCIL_TEST);
837 checkGLcall("glDisable GL_STENCIL_TEST");
838 return;
841 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
842 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
843 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
844 func = GL_ALWAYS;
845 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
846 func_ccw = GL_ALWAYS;
847 ref = stateblock->renderState[WINED3DRS_STENCILREF];
848 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
849 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
850 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
851 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
852 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
853 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
854 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
856 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
857 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
858 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
859 onesided_enable, twosided_enable, ref, mask,
860 func, stencilFail, depthFail, stencilPass,
861 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
863 if (twosided_enable && onesided_enable) {
864 glEnable(GL_STENCIL_TEST);
865 checkGLcall("glEnable GL_STENCIL_TEST");
867 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
869 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
870 * which has an effect on the code below too. If we apply the front face
871 * afterwards, we are sure that the active stencil face is set to front,
872 * and other stencil functions which do not use two sided stencil do not have
873 * to set it back
875 renderstate_stencil_twosided(context, GL_BACK,
876 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
877 renderstate_stencil_twosided(context, GL_FRONT,
878 func, ref, mask, stencilFail, depthFail, stencilPass);
880 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
882 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
883 checkGLcall("glStencilFuncSeparateATI(...)");
884 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
885 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
886 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
887 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
888 } else {
889 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
892 else if(onesided_enable)
894 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
896 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
897 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
900 /* This code disables the ATI extension as well, since the standard stencil functions are equal
901 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
903 glEnable(GL_STENCIL_TEST);
904 checkGLcall("glEnable GL_STENCIL_TEST");
905 glStencilFunc(func, ref, mask);
906 checkGLcall("glStencilFunc(...)");
907 glStencilOp(stencilFail, depthFail, stencilPass);
908 checkGLcall("glStencilOp(...)");
909 } else {
910 glDisable(GL_STENCIL_TEST);
911 checkGLcall("glDisable GL_STENCIL_TEST");
915 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
917 DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
919 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
920 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
921 glStencilMask(mask);
922 checkGLcall("glStencilMask");
923 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
924 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
925 glStencilMask(mask);
928 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
930 DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
932 glStencilMask(mask);
933 checkGLcall("glStencilMask");
936 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
939 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
941 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
943 /* Table fog on: Never use fog coords, and use per-fragment fog */
944 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
945 glHint(GL_FOG_HINT, GL_NICEST);
946 if(context->fog_coord) {
947 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
948 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
949 context->fog_coord = FALSE;
951 return;
954 /* Otherwise use per-vertex fog in any case */
955 glHint(GL_FOG_HINT, GL_FASTEST);
957 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
958 /* No fog at all, or transformed vertices: Use fog coord */
959 if(!context->fog_coord) {
960 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
961 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
962 context->fog_coord = TRUE;
964 } else {
965 /* Otherwise, use the fragment depth */
966 if(context->fog_coord) {
967 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
968 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
969 context->fog_coord = FALSE;
974 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
976 float fogstart, fogend;
977 union {
978 DWORD d;
979 float f;
980 } tmpvalue;
982 switch(context->fog_source) {
983 case FOGSOURCE_VS:
984 fogstart = 1.0f;
985 fogend = 0.0f;
986 break;
988 case FOGSOURCE_COORD:
989 fogstart = 255.0f;
990 fogend = 0.0f;
991 break;
993 case FOGSOURCE_FFP:
994 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
995 fogstart = tmpvalue.f;
996 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
997 fogend = tmpvalue.f;
998 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
999 if(fogstart == fogend) {
1000 fogstart = -1.0f / 0.0f;
1001 fogend = 0.0f;
1003 break;
1005 default:
1006 /* This should not happen.context->fog_source is set in wined3d, not the app.
1007 * Still this is needed to make the compiler happy
1009 ERR("Unexpected fog coordinate source\n");
1010 fogstart = 0.0f;
1011 fogend = 0.0f;
1014 glFogf(GL_FOG_START, fogstart);
1015 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1016 TRACE("Fog Start == %f\n", fogstart);
1018 glFogf(GL_FOG_END, fogend);
1019 checkGLcall("glFogf(GL_FOG_END, fogend)");
1020 TRACE("Fog End == %f\n", fogend);
1023 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1025 enum fogsource new_source;
1027 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1029 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
1030 /* No fog? Disable it, and we're done :-) */
1031 glDisableWINE(GL_FOG);
1032 checkGLcall("glDisable GL_FOG");
1033 return;
1036 /* Fog Rules:
1038 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1039 * It can use the Z value of the vertex, or the alpha component of the specular color.
1040 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1041 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1042 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1044 * FOGTABLEMODE != NONE:
1045 * The Z value is used, with the equation specified, no matter what vertex type.
1047 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1048 * Per vertex fog is calculated using the specified fog equation and the parameters
1050 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1051 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1052 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1055 * Rules for vertex fog with shaders:
1057 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1058 * the fog computation to happen during transformation while openGL expects it to happen
1059 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1060 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1061 * To solve this problem, WineD3D does:
1062 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1063 * shader,
1064 * and 2) disables the fog computation (in either the fixed function or programmable
1065 * rasterizer) if using a vertex program.
1067 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1068 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1069 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1070 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1071 * There are some GL differences between specular fog coords and vertex shaders though.
1073 * With table fog the vertex shader fog coordinate is ignored.
1075 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1076 * without shaders).
1079 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1080 * the system will apply only pixel(=table) fog effects."
1082 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1083 if(use_vs(stateblock)) {
1084 glFogi(GL_FOG_MODE, GL_LINEAR);
1085 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1086 new_source = FOGSOURCE_VS;
1087 } else {
1088 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1089 /* If processed vertices are used, fall through to the NONE case */
1090 case WINED3DFOG_EXP:
1091 if(!context->last_was_rhw) {
1092 glFogi(GL_FOG_MODE, GL_EXP);
1093 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1094 new_source = FOGSOURCE_FFP;
1095 break;
1097 /* drop through */
1099 case WINED3DFOG_EXP2:
1100 if(!context->last_was_rhw) {
1101 glFogi(GL_FOG_MODE, GL_EXP2);
1102 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1103 new_source = FOGSOURCE_FFP;
1104 break;
1106 /* drop through */
1108 case WINED3DFOG_LINEAR:
1109 if(!context->last_was_rhw) {
1110 glFogi(GL_FOG_MODE, GL_LINEAR);
1111 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1112 new_source = FOGSOURCE_FFP;
1113 break;
1115 /* drop through */
1117 case WINED3DFOG_NONE:
1118 /* Both are none? According to msdn the alpha channel of the specular
1119 * color contains a fog factor. Set it in drawStridedSlow.
1120 * Same happens with Vertexfog on transformed vertices
1122 new_source = FOGSOURCE_COORD;
1123 glFogi(GL_FOG_MODE, GL_LINEAR);
1124 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1125 break;
1127 default:
1128 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1129 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1132 } else {
1133 new_source = FOGSOURCE_FFP;
1135 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1136 case WINED3DFOG_EXP:
1137 glFogi(GL_FOG_MODE, GL_EXP);
1138 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1139 break;
1141 case WINED3DFOG_EXP2:
1142 glFogi(GL_FOG_MODE, GL_EXP2);
1143 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1144 break;
1146 case WINED3DFOG_LINEAR:
1147 glFogi(GL_FOG_MODE, GL_LINEAR);
1148 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1149 break;
1151 case WINED3DFOG_NONE: /* Won't happen */
1152 default:
1153 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1157 glEnableWINE(GL_FOG);
1158 checkGLcall("glEnable GL_FOG");
1159 if(new_source != context->fog_source) {
1160 context->fog_source = new_source;
1161 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1165 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1167 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1168 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1172 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1174 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1175 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1176 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1177 } else {
1178 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1179 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1183 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1185 float col[4];
1186 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1187 glFogfv(GL_FOG_COLOR, &col[0]);
1188 checkGLcall("glFog GL_FOG_COLOR");
1191 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1193 union {
1194 DWORD d;
1195 float f;
1196 } tmpvalue;
1197 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1198 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1199 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1202 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1204 IWineD3DDeviceImpl *device = stateblock->device;
1205 GLenum Parm = 0;
1207 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1208 * The vertex declaration will call this function if the fixed function pipeline is used.
1211 if(isStateDirty(context, STATE_VDECL)) {
1212 return;
1215 context->num_untracked_materials = 0;
1216 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1217 && stateblock->renderState[WINED3DRS_COLORVERTEX])
1219 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1220 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1221 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1222 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1223 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1225 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1226 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1227 Parm = GL_AMBIENT_AND_DIFFUSE;
1228 } else {
1229 Parm = GL_DIFFUSE;
1231 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1232 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1233 context->num_untracked_materials++;
1235 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1236 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1237 context->num_untracked_materials++;
1239 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1240 Parm = GL_AMBIENT;
1241 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1242 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1243 context->num_untracked_materials++;
1245 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1246 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1247 context->num_untracked_materials++;
1249 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1250 Parm = GL_EMISSION;
1251 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1252 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1253 context->num_untracked_materials++;
1255 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1256 Parm = GL_SPECULAR;
1260 /* Nothing changed, return. */
1261 if (Parm == context->tracking_parm) return;
1263 if(!Parm) {
1264 glDisable(GL_COLOR_MATERIAL);
1265 checkGLcall("glDisable GL_COLOR_MATERIAL");
1266 } else {
1267 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1268 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1269 glEnable(GL_COLOR_MATERIAL);
1270 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1273 /* Apparently calls to glMaterialfv are ignored for properties we're
1274 * tracking with glColorMaterial, so apply those here. */
1275 switch (context->tracking_parm) {
1276 case GL_AMBIENT_AND_DIFFUSE:
1277 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1278 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1279 checkGLcall("glMaterialfv");
1280 break;
1282 case GL_DIFFUSE:
1283 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1284 checkGLcall("glMaterialfv");
1285 break;
1287 case GL_AMBIENT:
1288 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1289 checkGLcall("glMaterialfv");
1290 break;
1292 case GL_EMISSION:
1293 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1294 checkGLcall("glMaterialfv");
1295 break;
1297 case GL_SPECULAR:
1298 /* Only change material color if specular is enabled, otherwise it is set to black */
1299 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1300 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1301 checkGLcall("glMaterialfv");
1302 } else {
1303 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1304 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1305 checkGLcall("glMaterialfv");
1307 break;
1310 context->tracking_parm = Parm;
1313 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1315 union {
1316 DWORD d;
1317 WINED3DLINEPATTERN lp;
1318 } tmppattern;
1319 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1321 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1323 if (tmppattern.lp.wRepeatFactor) {
1324 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1325 checkGLcall("glLineStipple(repeat, linepattern)");
1326 glEnable(GL_LINE_STIPPLE);
1327 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1328 } else {
1329 glDisable(GL_LINE_STIPPLE);
1330 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1334 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1336 union {
1337 DWORD d;
1338 float f;
1339 } tmpvalue;
1341 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1342 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1343 TRACE("ZBias value %f\n", tmpvalue.f);
1344 glPolygonOffset(0, -tmpvalue.f);
1345 checkGLcall("glPolygonOffset(0, -Value)");
1346 glEnable(GL_POLYGON_OFFSET_FILL);
1347 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1348 glEnable(GL_POLYGON_OFFSET_LINE);
1349 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1350 glEnable(GL_POLYGON_OFFSET_POINT);
1351 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1352 } else {
1353 glDisable(GL_POLYGON_OFFSET_FILL);
1354 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1355 glDisable(GL_POLYGON_OFFSET_LINE);
1356 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1357 glDisable(GL_POLYGON_OFFSET_POINT);
1358 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1363 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1365 if(isStateDirty(context, STATE_VDECL)) {
1366 return;
1368 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1369 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1370 * by zero and is not properly defined in opengl, so avoid it
1372 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1373 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1375 glEnable(GL_NORMALIZE);
1376 checkGLcall("glEnable(GL_NORMALIZE);");
1377 } else {
1378 glDisable(GL_NORMALIZE);
1379 checkGLcall("glDisable(GL_NORMALIZE);");
1383 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1385 union {
1386 DWORD d;
1387 float f;
1388 } tmpvalue;
1390 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1391 if (tmpvalue.f != 1.0f)
1393 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1395 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1396 if (tmpvalue.f != 64.0f)
1398 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1403 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1405 union {
1406 DWORD d;
1407 float f;
1408 } min, max;
1410 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1411 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1413 /* Max point size trumps min point size */
1414 if(min.f > max.f) {
1415 min.f = max.f;
1418 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1419 checkGLcall("glPointParameterfEXT(...)");
1420 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1421 checkGLcall("glPointParameterfEXT(...)");
1424 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1426 union {
1427 DWORD d;
1428 float f;
1429 } min, max;
1431 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1432 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1434 /* Max point size trumps min point size */
1435 if(min.f > max.f) {
1436 min.f = max.f;
1439 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1440 checkGLcall("glPointParameterfARB(...)");
1441 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1442 checkGLcall("glPointParameterfARB(...)");
1445 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1447 const struct wined3d_gl_info *gl_info = context->gl_info;
1448 /* TODO: Group this with the viewport */
1450 * POINTSCALEENABLE controls how point size value is treated. If set to
1451 * true, the point size is scaled with respect to height of viewport.
1452 * When set to false point size is in pixels.
1455 /* Default values */
1456 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1457 union {
1458 DWORD d;
1459 float f;
1460 } pointSize, A, B, C;
1462 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1463 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1464 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1465 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1467 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1468 GLfloat scaleFactor;
1469 float h = stateblock->viewport.Height;
1471 if (pointSize.f < gl_info->limits.pointsize_min)
1473 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1474 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1475 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1476 * are less than 1.0f. scale_factor = 1.0f / point_size.
1478 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1479 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1480 * is 1.0, but then accepts points below that and draws too small points
1482 pointSize.f = gl_info->limits.pointsize_min;
1484 else if(pointSize.f > gl_info->limits.pointsize_max)
1486 /* gl already scales the input to glPointSize,
1487 * d3d scales the result after the point size scale.
1488 * If the point size is bigger than the max size, use the
1489 * scaling to scale it bigger, and set the gl point size to max
1491 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1492 TRACE("scale: %f\n", scaleFactor);
1493 pointSize.f = gl_info->limits.pointsize_max;
1494 } else {
1495 scaleFactor = 1.0f;
1497 scaleFactor = pow(h * scaleFactor, 2);
1499 att[0] = A.f / scaleFactor;
1500 att[1] = B.f / scaleFactor;
1501 att[2] = C.f / scaleFactor;
1504 if (gl_info->supported[ARB_POINT_PARAMETERS])
1506 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1507 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1509 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1511 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1512 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1513 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1514 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1517 glPointSize(pointSize.f);
1518 checkGLcall("glPointSize(...);");
1521 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1523 WARN("token: %#x\n", stateblock->renderState[WINED3DRS_DEBUGMONITORTOKEN]);
1526 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1528 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1530 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1531 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1532 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1533 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1534 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1535 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1536 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1537 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1538 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1539 checkGLcall("glColorMask(...)");
1541 /* depends on WINED3DRS_COLORWRITEENABLE. */
1542 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1543 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1544 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1545 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1546 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1547 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1548 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1552 static void set_color_mask(struct wined3d_context *context, UINT index, DWORD mask)
1554 GL_EXTCALL(glColorMaskIndexedEXT(index,
1555 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1556 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1557 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1558 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1561 static void state_colorwrite0(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1563 set_color_mask(context, 0, stateblock->renderState[WINED3DRS_COLORWRITEENABLE]);
1566 static void state_colorwrite1(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1568 set_color_mask(context, 1, stateblock->renderState[WINED3DRS_COLORWRITEENABLE1]);
1571 static void state_colorwrite2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1573 set_color_mask(context, 2, stateblock->renderState[WINED3DRS_COLORWRITEENABLE2]);
1576 static void state_colorwrite3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1578 set_color_mask(context, 3, stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1581 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1583 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1584 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1585 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1586 } else {
1587 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1588 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1592 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1594 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1595 TRACE("Last Pixel Drawing Enabled\n");
1596 } else {
1597 static BOOL warned;
1598 if (!warned) {
1599 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1600 warned = TRUE;
1601 } else {
1602 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1607 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1609 static BOOL warned;
1611 /* TODO: NV_POINT_SPRITE */
1612 if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1613 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1614 FIXME("Point sprites not supported\n");
1615 warned = TRUE;
1619 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1621 const struct wined3d_gl_info *gl_info = context->gl_info;
1623 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE])
1625 static BOOL warned;
1627 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1629 if (use_ps(stateblock) || stateblock->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1631 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1632 warned = TRUE;
1636 glEnable(GL_POINT_SPRITE_ARB);
1637 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1638 } else {
1639 glDisable(GL_POINT_SPRITE_ARB);
1640 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1644 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1647 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1648 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1649 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1650 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1652 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1654 TRACE("Stub\n");
1655 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1656 stateblock->renderState[WINED3DRS_WRAP1] ||
1657 stateblock->renderState[WINED3DRS_WRAP2] ||
1658 stateblock->renderState[WINED3DRS_WRAP3] ||
1659 stateblock->renderState[WINED3DRS_WRAP4] ||
1660 stateblock->renderState[WINED3DRS_WRAP5] ||
1661 stateblock->renderState[WINED3DRS_WRAP6] ||
1662 stateblock->renderState[WINED3DRS_WRAP7] ||
1663 stateblock->renderState[WINED3DRS_WRAP8] ||
1664 stateblock->renderState[WINED3DRS_WRAP9] ||
1665 stateblock->renderState[WINED3DRS_WRAP10] ||
1666 stateblock->renderState[WINED3DRS_WRAP11] ||
1667 stateblock->renderState[WINED3DRS_WRAP12] ||
1668 stateblock->renderState[WINED3DRS_WRAP13] ||
1669 stateblock->renderState[WINED3DRS_WRAP14] ||
1670 stateblock->renderState[WINED3DRS_WRAP15] ) {
1671 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported\n");
1675 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1677 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1678 WARN("Multisample antialiasing not supported by gl\n");
1682 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1684 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1685 glEnable(GL_MULTISAMPLE_ARB);
1686 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1687 } else {
1688 glDisable(GL_MULTISAMPLE_ARB);
1689 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1693 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1695 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1696 glEnable(GL_SCISSOR_TEST);
1697 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1698 } else {
1699 glDisable(GL_SCISSOR_TEST);
1700 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1704 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1705 * OpenGL the bias is specified in units of "the smallest value that is
1706 * guaranteed to produce a resolvable offset for a given implementation". To
1707 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1708 * There's no practical way to retrieve that value from a given GL
1709 * implementation, but the D3D application has essentially the same problem,
1710 * which makes a guess of 1e-6f seem reasonable here. Note that
1711 * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1712 * need to be scaled. */
1713 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1715 if (stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]
1716 || stateblock->renderState[WINED3DRS_DEPTHBIAS])
1718 union
1720 DWORD d;
1721 float f;
1722 } scale_bias, const_bias;
1724 scale_bias.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1725 const_bias.d = stateblock->renderState[WINED3DRS_DEPTHBIAS];
1727 glEnable(GL_POLYGON_OFFSET_FILL);
1728 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1730 glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
1731 checkGLcall("glPolygonOffset(...)");
1732 } else {
1733 glDisable(GL_POLYGON_OFFSET_FILL);
1734 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1738 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1740 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1741 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1742 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1743 } else {
1744 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1745 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1749 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1751 TRACE("Stub\n");
1752 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1753 FIXME(" Stippled Alpha not supported yet.\n");
1756 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1758 TRACE("Stub\n");
1759 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1760 FIXME(" Antialias not supported yet.\n");
1763 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1765 TRACE("Stub\n");
1766 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1767 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1770 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1772 TRACE("Stub\n");
1773 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1774 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1777 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1779 union {
1780 DWORD d;
1781 float f;
1782 } tmpvalue;
1783 tmpvalue.f = 1.0f;
1785 TRACE("Stub\n");
1786 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1788 static BOOL displayed = FALSE;
1790 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1791 if(!displayed)
1792 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1794 displayed = TRUE;
1798 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1800 TRACE("Stub\n");
1801 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1802 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1805 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1807 TRACE("Stub\n");
1808 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1809 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1812 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1814 TRACE("Stub\n");
1815 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1816 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1819 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1821 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1822 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1826 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1828 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1829 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1833 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1835 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1836 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1840 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1842 if(stateblock->renderState[WINED3DRS_ROP2]) {
1843 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1847 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1849 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1850 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1854 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1856 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1857 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1861 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1863 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1864 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1868 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1870 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1871 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1875 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1877 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1878 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1882 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1884 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1885 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1889 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1891 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1892 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1896 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1898 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1899 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1903 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1905 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1906 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1910 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1912 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1913 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1917 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1919 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1920 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1924 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1926 if (stateblock->renderState[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1928 FIXME("Software vertex processing not implemented.\n");
1932 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1933 #if defined (GL_VERSION_1_3)
1934 # define useext(A) A
1935 #elif defined (GL_EXT_texture_env_combine)
1936 # define useext(A) A##_EXT
1937 #elif defined (GL_ARB_texture_env_combine)
1938 # define useext(A) A##_ARB
1939 #endif
1941 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1942 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1943 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1944 * flag specifies the complement of the input should be used. */
1945 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1946 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1948 /* Calculate the operand */
1949 if (complement) {
1950 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1951 else *operand = GL_ONE_MINUS_SRC_COLOR;
1952 } else {
1953 if (from_alpha) *operand = GL_SRC_ALPHA;
1954 else *operand = GL_SRC_COLOR;
1957 /* Calculate the source */
1958 switch (arg & WINED3DTA_SELECTMASK) {
1959 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1960 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1961 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1962 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1963 case WINED3DTA_SPECULAR:
1965 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1966 * 'Secondary color' and isn't supported until base GL supports it
1967 * There is no concept of temp registers as far as I can tell
1969 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1970 *source = GL_TEXTURE;
1971 break;
1972 default:
1973 FIXME("Unrecognized texture arg %#x\n", arg);
1974 *source = GL_TEXTURE;
1975 break;
1979 /* Setup the texture operations texture stage states */
1980 static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
1981 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1983 const struct wined3d_gl_info *gl_info = context->gl_info;
1984 GLenum src1, src2, src3;
1985 GLenum opr1, opr2, opr3;
1986 GLenum comb_target;
1987 GLenum src0_target, src1_target, src2_target;
1988 GLenum opr0_target, opr1_target, opr2_target;
1989 GLenum scal_target;
1990 GLenum opr=0, invopr, src3_target, opr3_target;
1991 BOOL Handled = FALSE;
1992 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1994 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1996 /* This is called by a state handler which has the gl lock held and a context for the thread */
1998 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1999 the form (a1 <operation> a2). However, some of the more complex operations
2000 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
2001 in a third parameter called a0. Therefore these are operations of the form
2002 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2004 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2005 functions below, expect their syntax to differ slightly to those listed in the
2006 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2007 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2009 if (isAlpha) {
2010 comb_target = useext(GL_COMBINE_ALPHA);
2011 src0_target = useext(GL_SOURCE0_ALPHA);
2012 src1_target = useext(GL_SOURCE1_ALPHA);
2013 src2_target = useext(GL_SOURCE2_ALPHA);
2014 opr0_target = useext(GL_OPERAND0_ALPHA);
2015 opr1_target = useext(GL_OPERAND1_ALPHA);
2016 opr2_target = useext(GL_OPERAND2_ALPHA);
2017 scal_target = GL_ALPHA_SCALE;
2019 else {
2020 comb_target = useext(GL_COMBINE_RGB);
2021 src0_target = useext(GL_SOURCE0_RGB);
2022 src1_target = useext(GL_SOURCE1_RGB);
2023 src2_target = useext(GL_SOURCE2_RGB);
2024 opr0_target = useext(GL_OPERAND0_RGB);
2025 opr1_target = useext(GL_OPERAND1_RGB);
2026 opr2_target = useext(GL_OPERAND2_RGB);
2027 scal_target = useext(GL_RGB_SCALE);
2030 /* If a texture stage references an invalid texture unit the stage just
2031 * passes through the result from the previous stage */
2032 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
2033 arg1 = WINED3DTA_CURRENT;
2034 op = WINED3DTOP_SELECTARG1;
2037 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
2038 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2039 } else {
2040 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2042 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2043 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2045 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2047 Handled = TRUE; /* Assume will be handled */
2049 /* Other texture operations require special extensions: */
2050 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2052 if (isAlpha) {
2053 opr = GL_SRC_ALPHA;
2054 invopr = GL_ONE_MINUS_SRC_ALPHA;
2055 src3_target = GL_SOURCE3_ALPHA_NV;
2056 opr3_target = GL_OPERAND3_ALPHA_NV;
2057 } else {
2058 opr = GL_SRC_COLOR;
2059 invopr = GL_ONE_MINUS_SRC_COLOR;
2060 src3_target = GL_SOURCE3_RGB_NV;
2061 opr3_target = GL_OPERAND3_RGB_NV;
2063 switch (op) {
2064 case WINED3DTOP_DISABLE: /* Only for alpha */
2065 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2066 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2067 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2068 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2069 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2070 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2071 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2072 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2073 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2074 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2075 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2076 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2077 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2078 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2079 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2080 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2081 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2082 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2083 break;
2084 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2085 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2086 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2087 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2088 if (op == WINED3DTOP_SELECTARG1) {
2089 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2090 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2091 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2092 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2093 } else {
2094 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2095 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2096 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2097 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2099 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2100 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2101 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2102 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2103 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2104 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2105 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2106 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2107 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2108 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2109 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2110 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2111 break;
2113 case WINED3DTOP_MODULATE:
2114 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2115 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2116 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2117 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2118 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2119 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2120 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2121 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2122 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2123 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2124 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2125 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2126 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2127 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2128 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2129 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2130 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2131 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2132 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2133 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2134 break;
2135 case WINED3DTOP_MODULATE2X:
2136 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2137 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2138 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2139 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2140 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2141 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2142 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2143 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2144 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2145 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2146 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2147 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2148 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2149 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2150 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2151 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2152 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2153 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2154 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2155 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2156 break;
2157 case WINED3DTOP_MODULATE4X:
2158 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2159 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2160 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2161 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2162 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2163 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2164 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2165 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2166 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2167 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2168 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2169 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2170 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2171 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2172 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2173 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2174 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2175 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2176 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2177 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2178 break;
2180 case WINED3DTOP_ADD:
2181 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2182 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2183 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2184 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2185 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2186 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2187 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2188 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2189 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2190 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2191 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2192 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2193 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2194 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2195 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2196 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2197 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2198 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2199 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2200 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2201 break;
2203 case WINED3DTOP_ADDSIGNED:
2204 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2205 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2206 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2207 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2208 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2209 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2210 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2211 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2212 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2213 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2214 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2215 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2216 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2217 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2218 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2219 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2220 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2221 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2222 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2223 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2224 break;
2226 case WINED3DTOP_ADDSIGNED2X:
2227 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2228 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2229 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2230 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2231 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2232 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2233 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2234 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2235 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2236 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2237 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2238 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2239 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2240 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2241 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2242 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2243 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2244 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2245 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2246 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2247 break;
2249 case WINED3DTOP_ADDSMOOTH:
2250 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2251 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2252 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2253 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2254 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2255 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2256 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2257 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2258 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2259 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2260 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2261 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2262 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2263 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2264 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2265 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2266 switch (opr1) {
2267 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2268 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2269 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2270 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2272 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2273 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2274 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2275 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2276 break;
2278 case WINED3DTOP_BLENDDIFFUSEALPHA:
2279 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2280 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2281 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2282 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2283 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2284 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2285 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2286 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2287 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2288 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2289 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2290 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2291 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2292 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2293 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2294 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2295 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2296 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2297 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2298 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2299 break;
2300 case WINED3DTOP_BLENDTEXTUREALPHA:
2301 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2302 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2303 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2304 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2305 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2306 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2307 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2308 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2309 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2310 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2311 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2312 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2313 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2314 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2315 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2316 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2317 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2318 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2319 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2320 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2321 break;
2322 case WINED3DTOP_BLENDFACTORALPHA:
2323 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2324 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2325 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2326 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2327 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2328 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2329 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2330 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2331 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2332 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2333 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2334 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2335 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2336 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2337 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2338 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2339 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2340 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2341 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2342 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2343 break;
2344 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2345 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2346 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2347 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2348 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2349 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2350 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2351 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2352 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2353 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2354 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2355 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2356 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2357 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2358 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2359 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2360 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2361 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2362 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2363 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2364 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2365 break;
2366 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2367 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2368 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2369 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2370 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2371 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2372 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2373 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2374 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2375 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2376 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2377 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2378 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2379 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2380 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2381 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2382 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2383 switch (opr) {
2384 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2385 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2387 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2388 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2389 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2390 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2391 break;
2392 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2393 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2394 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2395 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2396 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2397 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2398 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2399 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2400 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2401 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2402 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2403 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2404 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2405 switch (opr1) {
2406 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2407 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2409 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2410 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2411 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2412 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2413 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2414 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2415 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2416 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2417 break;
2418 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2419 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2420 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2421 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2422 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2423 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2424 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2425 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2426 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2427 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2428 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2429 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2430 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2431 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2432 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2433 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2434 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2435 switch (opr1) {
2436 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2437 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2438 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2439 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2441 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2442 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2443 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2444 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2445 break;
2446 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2447 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2448 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2449 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2450 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2451 switch (opr1) {
2452 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2453 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2454 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2455 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2457 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2458 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2459 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2460 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2461 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2462 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2463 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2464 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2465 switch (opr1) {
2466 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2467 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2469 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2470 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2471 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2472 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2473 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2474 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2475 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2476 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2477 break;
2478 case WINED3DTOP_MULTIPLYADD:
2479 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2480 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2481 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2482 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2483 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2484 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2485 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2486 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2487 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2488 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2489 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2490 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2491 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2492 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2493 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2494 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2495 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2496 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2497 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2498 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2499 break;
2501 case WINED3DTOP_BUMPENVMAP:
2505 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2506 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2508 default:
2509 Handled = FALSE;
2511 if (Handled) {
2512 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2513 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2515 return;
2517 } /* GL_NV_texture_env_combine4 */
2519 Handled = TRUE; /* Again, assume handled */
2520 switch (op) {
2521 case WINED3DTOP_DISABLE: /* Only for alpha */
2522 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2523 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2524 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2525 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2526 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2527 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2528 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2529 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2530 break;
2531 case WINED3DTOP_SELECTARG1:
2532 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2533 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2534 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2535 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2536 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2537 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2538 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2539 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2540 break;
2541 case WINED3DTOP_SELECTARG2:
2542 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2543 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2544 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2545 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2546 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2547 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2548 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2549 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2550 break;
2551 case WINED3DTOP_MODULATE:
2552 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2553 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2554 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2555 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2556 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2557 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2558 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2559 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2560 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2561 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2562 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2563 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2564 break;
2565 case WINED3DTOP_MODULATE2X:
2566 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2567 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2568 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2569 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2570 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2571 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2572 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2573 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2574 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2575 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2576 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2577 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2578 break;
2579 case WINED3DTOP_MODULATE4X:
2580 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2581 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2582 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2583 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2584 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2585 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2586 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2587 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2588 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2589 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2590 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2591 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2592 break;
2593 case WINED3DTOP_ADD:
2594 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2595 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2596 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2597 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2598 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2599 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2600 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2601 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2602 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2603 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2604 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2605 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2606 break;
2607 case WINED3DTOP_ADDSIGNED:
2608 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2609 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2610 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2611 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2612 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2613 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2614 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2615 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2616 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2617 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2618 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2619 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2620 break;
2621 case WINED3DTOP_ADDSIGNED2X:
2622 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2623 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2624 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2625 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2626 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2627 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2628 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2629 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2630 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2631 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2632 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2633 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2634 break;
2635 case WINED3DTOP_SUBTRACT:
2636 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2638 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2639 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2640 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2641 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2642 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2643 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2644 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2645 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2646 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2647 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2648 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2649 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2650 } else {
2651 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2653 break;
2655 case WINED3DTOP_BLENDDIFFUSEALPHA:
2656 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2657 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2658 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2659 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2660 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2661 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2662 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2663 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2664 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2665 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2666 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2667 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2668 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2669 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2670 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2671 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2672 break;
2673 case WINED3DTOP_BLENDTEXTUREALPHA:
2674 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2675 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2676 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2677 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2678 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2679 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2680 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2681 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2682 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2683 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2684 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2685 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2686 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2687 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2688 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2689 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2690 break;
2691 case WINED3DTOP_BLENDFACTORALPHA:
2692 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2693 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2694 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2695 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2696 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2697 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2698 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2699 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2700 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2701 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2702 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2703 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2704 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2705 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2706 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2707 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2708 break;
2709 case WINED3DTOP_BLENDCURRENTALPHA:
2710 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2711 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2712 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2713 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2714 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2715 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2716 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2717 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2718 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2719 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2720 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2721 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2722 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2723 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2724 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2725 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2726 break;
2727 case WINED3DTOP_DOTPRODUCT3:
2728 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2730 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2731 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2733 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2735 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2736 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2737 } else {
2738 FIXME("This version of opengl does not support GL_DOT3\n");
2740 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2741 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2742 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2743 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2744 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2745 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2746 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2747 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2748 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2749 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2750 break;
2751 case WINED3DTOP_LERP:
2752 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2753 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2754 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2755 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2756 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2757 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2758 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2759 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2760 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2761 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2762 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2763 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2764 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2765 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2766 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2767 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2768 break;
2769 case WINED3DTOP_ADDSMOOTH:
2770 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2772 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2773 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2774 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2775 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2776 switch (opr1) {
2777 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2778 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2779 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2780 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2782 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2783 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2784 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2785 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2786 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2787 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2788 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2789 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2790 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2791 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2792 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2793 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2794 } else
2795 Handled = FALSE;
2796 break;
2797 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2798 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2800 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2801 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2802 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2803 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2804 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2805 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2806 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2807 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2808 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2809 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2810 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2811 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2812 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2813 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2814 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2815 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2816 } else
2817 Handled = FALSE;
2818 break;
2819 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2820 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2822 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2823 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2824 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2825 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2826 switch (opr1) {
2827 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2828 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2829 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2830 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2832 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2833 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2834 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2835 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2836 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2837 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2838 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2839 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2840 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2841 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2842 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2843 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2844 } else
2845 Handled = FALSE;
2846 break;
2847 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2848 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2850 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2851 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2852 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2853 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2854 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2855 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2856 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2857 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2858 switch (opr1) {
2859 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2860 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2861 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2862 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2864 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2865 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2866 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2867 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2868 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2869 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2870 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2871 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2872 } else
2873 Handled = FALSE;
2874 break;
2875 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2876 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2878 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2879 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2880 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2881 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2882 switch (opr1) {
2883 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2884 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2885 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2886 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2888 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2889 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2890 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2891 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2892 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2893 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2894 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2895 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2896 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2897 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2898 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2899 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2900 } else
2901 Handled = FALSE;
2902 break;
2903 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2904 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2906 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2907 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2908 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2909 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2910 switch (opr1) {
2911 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2912 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2913 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2914 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2916 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2917 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2918 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2919 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2920 switch (opr1) {
2921 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2922 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2923 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2924 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2926 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2927 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2928 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2929 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2930 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2931 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2932 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2933 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2934 } else
2935 Handled = FALSE;
2936 break;
2937 case WINED3DTOP_MULTIPLYADD:
2938 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2940 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2941 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2942 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2943 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2944 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2945 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2946 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2947 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2948 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2949 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2950 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2951 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2952 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2953 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2954 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2955 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2956 } else
2957 Handled = FALSE;
2958 break;
2959 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2960 case WINED3DTOP_BUMPENVMAP:
2961 if (gl_info->supported[NV_TEXTURE_SHADER2])
2963 /* Technically texture shader support without register combiners is possible, but not expected to occur
2964 * on real world cards, so for now a fixme should be enough
2966 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2968 default:
2969 Handled = FALSE;
2972 if (Handled) {
2973 BOOL combineOK = TRUE;
2974 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2976 DWORD op2;
2978 if (isAlpha) {
2979 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2980 } else {
2981 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2984 /* Note: If COMBINE4 in effect can't go back to combine! */
2985 switch (op2) {
2986 case WINED3DTOP_ADDSMOOTH:
2987 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2988 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2989 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2990 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2991 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2992 case WINED3DTOP_MULTIPLYADD:
2993 /* Ignore those implemented in both cases */
2994 switch (op) {
2995 case WINED3DTOP_SELECTARG1:
2996 case WINED3DTOP_SELECTARG2:
2997 combineOK = FALSE;
2998 Handled = FALSE;
2999 break;
3000 default:
3001 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3002 return;
3007 if (combineOK) {
3008 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
3009 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
3011 return;
3015 /* After all the extensions, if still unhandled, report fixme */
3016 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3020 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3022 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3023 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3024 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3025 const struct wined3d_gl_info *gl_info = context->gl_info;
3027 TRACE("Setting color op for stage %d\n", stage);
3029 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3030 if (use_ps(stateblock)) return;
3032 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3034 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3036 if (tex_used && mapped_stage >= gl_info->limits.textures)
3038 FIXME("Attempt to enable unsupported stage!\n");
3039 return;
3041 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3042 checkGLcall("glActiveTextureARB");
3045 if(stage >= stateblock->lowest_disabled_stage) {
3046 TRACE("Stage disabled\n");
3047 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3049 /* Disable everything here */
3050 glDisable(GL_TEXTURE_2D);
3051 checkGLcall("glDisable(GL_TEXTURE_2D)");
3052 glDisable(GL_TEXTURE_3D);
3053 checkGLcall("glDisable(GL_TEXTURE_3D)");
3054 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3056 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3057 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3059 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3061 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3062 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3065 /* All done */
3066 return;
3069 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3070 * if the sampler for this stage is dirty
3072 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3073 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3076 set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
3077 stateblock->textureState[stage][WINED3DTSS_COLOROP],
3078 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
3079 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
3080 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
3083 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3085 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3086 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3087 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3088 const struct wined3d_gl_info *gl_info = context->gl_info;
3089 DWORD op, arg1, arg2, arg0;
3091 TRACE("Setting alpha op for stage %d\n", stage);
3092 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3093 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3095 if (tex_used && mapped_stage >= gl_info->limits.textures)
3097 FIXME("Attempt to enable unsupported stage!\n");
3098 return;
3100 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3101 checkGLcall("glActiveTextureARB");
3104 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3105 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3106 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3107 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3109 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
3111 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
3113 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3115 IWineD3DSurfaceImpl *surf;
3117 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3119 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
3121 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3122 * properly. On the other hand applications can still use texture combiners apparently. This code
3123 * takes care that apps cannot remove the texture's alpha channel entirely.
3125 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3126 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3127 * and alpha component of diffuse color to draw things like translucent text and perform other
3128 * blending effects.
3130 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3131 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3132 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3133 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3134 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3135 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3136 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3137 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3138 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3139 * alpha.
3141 * What to do with multitexturing? So far no app has been found that uses color keying with
3142 * multitexturing */
3143 if (op == WINED3DTOP_DISABLE)
3145 arg1 = WINED3DTA_TEXTURE;
3146 op = WINED3DTOP_SELECTARG1;
3148 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3150 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3152 arg2 = WINED3DTA_TEXTURE;
3153 op = WINED3DTOP_MODULATE;
3155 else arg1 = WINED3DTA_TEXTURE;
3157 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3159 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3161 arg1 = WINED3DTA_TEXTURE;
3162 op = WINED3DTOP_MODULATE;
3164 else arg2 = WINED3DTA_TEXTURE;
3170 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3171 * this if block here, and the other code(color keying, texture unit selection) are the same
3173 TRACE("Setting alpha op for stage %d\n", stage);
3174 if (gl_info->supported[NV_REGISTER_COMBINERS])
3176 set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
3177 mapped_stage, stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3179 else
3181 set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
3185 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3187 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3188 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3189 BOOL generated;
3190 int coordIdx;
3192 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3193 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3195 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3196 return;
3199 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3200 if (mapped_stage >= context->gl_info->limits.textures) return;
3202 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3203 checkGLcall("glActiveTextureARB");
3204 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3205 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3207 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3208 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3209 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3210 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3211 : WINED3DFMT_UNKNOWN,
3212 stateblock->device->frag_pipe->ffp_proj_control);
3214 /* The sampler applying function calls us if this changes */
3215 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3217 if(generated) {
3218 FIXME("Non-power2 texture being used with generated texture coords\n");
3220 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3221 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3222 if (!use_ps(stateblock)) {
3223 TRACE("Non power two matrix multiply fixup\n");
3224 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3229 static void unloadTexCoords(const struct wined3d_context *context)
3231 unsigned int texture_idx;
3233 for (texture_idx = 0; texture_idx < context->gl_info->limits.texture_stages; ++texture_idx)
3235 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3236 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3240 static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
3241 const struct wined3d_stream_info *si, GLuint *curVBO)
3243 const struct wined3d_gl_info *gl_info = context->gl_info;
3244 const UINT *offset = stateblock->streamOffset;
3245 unsigned int mapped_stage = 0;
3246 unsigned int textureNo = 0;
3248 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3250 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3252 mapped_stage = stateblock->device->texUnitMap[textureNo];
3253 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3255 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3257 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3259 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3260 textureNo, mapped_stage, coordIdx, e->data);
3262 if (*curVBO != e->buffer_object)
3264 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3265 checkGLcall("glBindBufferARB");
3266 *curVBO = e->buffer_object;
3269 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3270 checkGLcall("glClientActiveTextureARB");
3272 /* The coords to supply depend completely on the fvf / vertex shader */
3273 glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3274 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3275 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3276 } else {
3277 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3280 if (gl_info->supported[NV_REGISTER_COMBINERS])
3282 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3283 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3285 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3289 checkGLcall("loadTexCoords");
3292 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3294 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3295 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3296 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3297 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3298 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3299 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3300 const struct wined3d_gl_info *gl_info = context->gl_info;
3302 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3304 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3305 return;
3308 if (mapped_stage >= gl_info->limits.fragment_samplers)
3310 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3311 return;
3313 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3314 checkGLcall("glActiveTextureARB");
3316 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3318 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3319 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3320 * means use the vertex position (camera-space) as the input texture coordinates
3321 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3322 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3323 * to the TEXCOORDINDEX value
3325 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3327 case WINED3DTSS_TCI_PASSTHRU:
3328 /* Use the specified texture coordinates contained within the
3329 * vertex format. This value resolves to zero. */
3330 glDisable(GL_TEXTURE_GEN_S);
3331 glDisable(GL_TEXTURE_GEN_T);
3332 glDisable(GL_TEXTURE_GEN_R);
3333 glDisable(GL_TEXTURE_GEN_Q);
3334 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3335 break;
3337 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3338 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3339 * as the input texture coordinates for this stage's texture transformation. This
3340 * equates roughly to EYE_LINEAR */
3342 glMatrixMode(GL_MODELVIEW);
3343 glPushMatrix();
3344 glLoadIdentity();
3345 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3346 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3347 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3348 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3349 glPopMatrix();
3350 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3352 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3353 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3354 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3355 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3357 glEnable(GL_TEXTURE_GEN_S);
3358 glEnable(GL_TEXTURE_GEN_T);
3359 glEnable(GL_TEXTURE_GEN_R);
3360 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3362 break;
3364 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3365 /* Note that NV_TEXGEN_REFLECTION support is implied when
3366 * ARB_TEXTURE_CUBE_MAP is supported */
3367 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3369 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3370 break;
3373 glMatrixMode(GL_MODELVIEW);
3374 glPushMatrix();
3375 glLoadIdentity();
3376 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3377 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3378 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3379 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3380 glPopMatrix();
3381 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3383 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3384 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3385 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3386 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3388 glEnable(GL_TEXTURE_GEN_S);
3389 glEnable(GL_TEXTURE_GEN_T);
3390 glEnable(GL_TEXTURE_GEN_R);
3391 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3393 break;
3395 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3396 /* Note that NV_TEXGEN_REFLECTION support is implied when
3397 * ARB_TEXTURE_CUBE_MAP is supported */
3398 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3400 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3401 break;
3404 glMatrixMode(GL_MODELVIEW);
3405 glPushMatrix();
3406 glLoadIdentity();
3407 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3408 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3409 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3410 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3411 glPopMatrix();
3412 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3414 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3415 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3416 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3417 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3419 glEnable(GL_TEXTURE_GEN_S);
3420 glEnable(GL_TEXTURE_GEN_T);
3421 glEnable(GL_TEXTURE_GEN_R);
3422 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3424 break;
3426 case WINED3DTSS_TCI_SPHEREMAP:
3427 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3428 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3429 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3431 glEnable(GL_TEXTURE_GEN_S);
3432 glEnable(GL_TEXTURE_GEN_T);
3433 glDisable(GL_TEXTURE_GEN_R);
3434 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3436 break;
3438 default:
3439 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3440 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3441 glDisable(GL_TEXTURE_GEN_S);
3442 glDisable(GL_TEXTURE_GEN_T);
3443 glDisable(GL_TEXTURE_GEN_R);
3444 glDisable(GL_TEXTURE_GEN_Q);
3445 checkGLcall("Disable texgen.");
3447 break;
3450 /* Update the texture matrix */
3451 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3452 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3455 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3456 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3457 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3458 * and do all the things linked to it
3459 * TODO: Tidy that up to reload only the arrays of the changed unit
3461 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3463 unloadTexCoords(context);
3464 loadTexCoords(context, stateblock, &stateblock->device->strided_streams, &curVBO);
3468 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3470 IWineD3DDeviceImpl *device = stateblock->device;
3472 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3473 * has an update pending
3475 if(isStateDirty(context, STATE_VDECL) ||
3476 isStateDirty(context, STATE_PIXELSHADER)) {
3477 return;
3480 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3483 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3485 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3487 if (stateblock->pixelShader && stage != 0
3488 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
3490 /* The pixel shader has to know the luminance scale. Do a constants update if it
3491 * isn't scheduled anyway
3493 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3494 !isStateDirty(context, STATE_PIXELSHADER)) {
3495 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3500 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3502 const DWORD sampler = state - STATE_SAMPLER(0);
3503 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3505 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3507 if(!texture) return;
3508 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3509 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3510 * scaling is reapplied or removed, the texture matrix has to be reapplied
3512 * The mapped stage is already active because the sampler() function below, which is part of the
3513 * misc pipeline
3515 if(sampler < MAX_TEXTURES) {
3516 const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3518 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3520 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3521 else context->lastWasPow2Texture &= ~(1 << sampler);
3522 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3523 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3528 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3530 DWORD sampler = state - STATE_SAMPLER(0);
3531 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3532 const struct wined3d_gl_info *gl_info = context->gl_info;
3533 union {
3534 float f;
3535 DWORD d;
3536 } tmpvalue;
3538 TRACE("Sampler: %d\n", sampler);
3539 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3540 * only has to bind textures and set the per texture states
3543 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3545 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3546 return;
3549 if (mapped_stage >= gl_info->limits.combined_samplers)
3551 return;
3553 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3554 checkGLcall("glActiveTextureARB");
3556 if(stateblock->textures[sampler]) {
3557 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3558 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3559 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3560 basetexture_apply_state_changes(stateblock->textures[sampler],
3561 stateblock->textureState[sampler], stateblock->samplerState[sampler], gl_info);
3563 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3565 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3566 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3567 GL_TEXTURE_LOD_BIAS_EXT,
3568 tmpvalue.f);
3569 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3572 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3574 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3575 /* If color keying is enabled update the alpha test, it depends on the existence
3576 * of a color key in stage 0
3578 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3582 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3583 if (!tex_impl->baseTexture.pow2Matrix_identity)
3585 IWineD3DDeviceImpl *d3ddevice = stateblock->device;
3586 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3587 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3590 else if (mapped_stage < gl_info->limits.textures)
3592 if(sampler < stateblock->lowest_disabled_stage) {
3593 /* TODO: What should I do with pixel shaders here ??? */
3594 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3595 /* If color keying is enabled update the alpha test, it depends on the existence
3596 * of a color key in stage 0
3598 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3600 } /* Otherwise tex_colorop disables the stage */
3601 glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
3602 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3606 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3608 IWineD3DDeviceImpl *device = stateblock->device;
3609 BOOL use_pshader = use_ps(stateblock);
3610 BOOL use_vshader = use_vs(stateblock);
3611 int i;
3613 if (use_pshader) {
3614 if(!context->last_was_pshader) {
3615 /* Former draw without a pixel shader, some samplers
3616 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3617 * make sure to enable them
3619 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3620 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3621 sampler(STATE_SAMPLER(i), stateblock, context);
3624 context->last_was_pshader = TRUE;
3625 } else {
3626 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3627 * if a different texture was bound. I don't have to do anything.
3630 } else {
3631 /* Disabled the pixel shader - color ops weren't applied
3632 * while it was enabled, so re-apply them. */
3633 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3635 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3636 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3637 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3640 context->last_was_pshader = FALSE;
3643 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3644 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3646 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3647 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3652 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3654 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3655 if (stateblock->pixelShader && stage != 0
3656 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
3658 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3659 * anyway
3661 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3662 !isStateDirty(context, STATE_PIXELSHADER)) {
3663 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3668 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3670 /* This function is called by transform_view below if the view matrix was changed too
3672 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3673 * does not always update the world matrix, only on a switch between transformed
3674 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3675 * draw, but that should be rather rare and cheaper in total.
3677 glMatrixMode(GL_MODELVIEW);
3678 checkGLcall("glMatrixMode");
3680 if(context->last_was_rhw) {
3681 glLoadIdentity();
3682 checkGLcall("glLoadIdentity()");
3683 } else {
3684 /* In the general case, the view matrix is the identity matrix */
3685 if (stateblock->device->view_ident)
3687 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3688 checkGLcall("glLoadMatrixf");
3690 else
3692 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3693 checkGLcall("glLoadMatrixf");
3694 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3695 checkGLcall("glMultMatrixf");
3700 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3702 UINT index = state - STATE_CLIPPLANE(0);
3704 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3706 return;
3709 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3710 if(!use_vs(stateblock)) {
3711 glMatrixMode(GL_MODELVIEW);
3712 glPushMatrix();
3713 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3714 } else {
3715 /* with vertex shaders, clip planes are not transformed in direct3d,
3716 * in OpenGL they are still transformed by the model view.
3717 * Use this to swap the y coordinate if necessary
3719 glMatrixMode(GL_MODELVIEW);
3720 glPushMatrix();
3721 glLoadIdentity();
3722 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3725 TRACE("Clipplane [%f,%f,%f,%f]\n",
3726 stateblock->clipplane[index][0],
3727 stateblock->clipplane[index][1],
3728 stateblock->clipplane[index][2],
3729 stateblock->clipplane[index][3]);
3730 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3731 checkGLcall("glClipPlane");
3733 glPopMatrix();
3736 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3738 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3739 GLenum glMat;
3740 TRACE("Setting world matrix %d\n", matrix);
3742 if (matrix >= context->gl_info->limits.blends)
3744 WARN("Unsupported blend matrix set\n");
3745 return;
3746 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3747 return;
3750 /* GL_MODELVIEW0_ARB: 0x1700
3751 * GL_MODELVIEW1_ARB: 0x850a
3752 * GL_MODELVIEW2_ARB: 0x8722
3753 * GL_MODELVIEW3_ARB: 0x8723
3754 * etc
3755 * GL_MODELVIEW31_ARB: 0x873F
3757 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3758 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3760 glMatrixMode(glMat);
3761 checkGLcall("glMatrixMode(glMat)");
3763 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3764 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3766 if (stateblock->device->view_ident)
3768 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3769 checkGLcall("glLoadMatrixf");
3771 else
3773 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3774 checkGLcall("glLoadMatrixf");
3775 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3776 checkGLcall("glMultMatrixf");
3780 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3782 static BOOL once = FALSE;
3784 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3785 case WINED3DVBF_1WEIGHTS:
3786 case WINED3DVBF_2WEIGHTS:
3787 case WINED3DVBF_3WEIGHTS:
3788 if(!once) {
3789 once = TRUE;
3790 /* TODO: Implement vertex blending in drawStridedSlow */
3791 FIXME("Vertex blending enabled, but not supported by hardware\n");
3793 break;
3795 case WINED3DVBF_TWEENING:
3796 WARN("Tweening not supported yet\n");
3800 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3802 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3804 switch(val) {
3805 case WINED3DVBF_1WEIGHTS:
3806 case WINED3DVBF_2WEIGHTS:
3807 case WINED3DVBF_3WEIGHTS:
3808 glEnable(GL_VERTEX_BLEND_ARB);
3809 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3811 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3812 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3814 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3816 if (!stateblock->device->vertexBlendUsed)
3818 unsigned int i;
3819 for (i = 1; i < context->gl_info->limits.blends; ++i)
3821 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3823 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3826 stateblock->device->vertexBlendUsed = TRUE;
3828 break;
3830 case WINED3DVBF_DISABLE:
3831 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3832 glDisable(GL_VERTEX_BLEND_ARB);
3833 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3834 break;
3836 case WINED3DVBF_TWEENING:
3837 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3838 * vertex weights in the vertices?
3839 * For now we don't report that as supported, so a warn should suffice
3841 WARN("Tweening not supported yet\n");
3842 break;
3846 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3848 const struct wined3d_gl_info *gl_info = context->gl_info;
3849 const struct wined3d_light_info *light = NULL;
3850 unsigned int k;
3852 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3853 * NOTE: We have to reset the positions even if the light/plane is not currently
3854 * enabled, since the call to enable it will not reset the position.
3855 * NOTE2: Apparently texture transforms do NOT need reapplying
3858 glMatrixMode(GL_MODELVIEW);
3859 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3860 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3861 checkGLcall("glLoadMatrixf(...)");
3863 /* Reset lights. TODO: Call light apply func */
3864 for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3866 light = stateblock->activeLights[k];
3867 if(!light) continue;
3868 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3869 checkGLcall("glLightfv posn");
3870 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3871 checkGLcall("glLightfv dirn");
3874 /* Reset Clipping Planes */
3875 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3877 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3878 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3882 if(context->last_was_rhw) {
3883 glLoadIdentity();
3884 checkGLcall("glLoadIdentity()");
3885 /* No need to update the world matrix, the identity is fine */
3886 return;
3889 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3890 * No need to do it here if the state is scheduled for update.
3892 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3893 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3896 /* Avoid looping over a number of matrices if the app never used the functionality */
3897 if (stateblock->device->vertexBlendUsed)
3899 for (k = 1; k < gl_info->limits.blends; ++k)
3901 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3902 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3908 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3910 glMatrixMode(GL_PROJECTION);
3911 checkGLcall("glMatrixMode(GL_PROJECTION)");
3912 glLoadIdentity();
3913 checkGLcall("glLoadIdentity");
3915 if (context->last_was_rhw)
3917 double x = stateblock->viewport.X;
3918 double y = stateblock->viewport.Y;
3919 double w = stateblock->viewport.Width;
3920 double h = stateblock->viewport.Height;
3922 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3923 if (context->render_offscreen)
3924 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3925 else
3926 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3927 checkGLcall("glOrtho");
3929 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3930 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3931 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3933 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3934 * render everything upside down when rendering offscreen. */
3935 if (context->render_offscreen)
3937 glScalef(1.0f, -1.0f, 1.0f);
3938 checkGLcall("glScalef");
3940 } else {
3941 /* The rule is that the window coordinate 0 does not correspond to the
3942 beginning of the first pixel, but the center of the first pixel.
3943 As a consequence if you want to correctly draw one line exactly from
3944 the left to the right end of the viewport (with all matrices set to
3945 be identity), the x coords of both ends of the line would be not
3946 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3947 instead.
3949 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3950 divide by the Width/Height, so we need the half range(1.0) to translate by
3951 half a pixel.
3953 The other fun is that d3d's output z range after the transformation is [0;1],
3954 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3955 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3956 of Z buffer precision and the clear values do not match in the z test. Thus scale
3957 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3961 * Careful with the order of operations here, we're essentially working backwards:
3962 * x = x + 1/w;
3963 * y = (y - 1/h) * flip;
3964 * z = z * 2 - 1;
3966 * Becomes:
3967 * glTranslatef(0.0, 0.0, -1.0);
3968 * glScalef(1.0, 1.0, 2.0);
3970 * glScalef(1.0, flip, 1.0);
3971 * glTranslatef(1/w, -1/h, 0.0);
3973 * This is equivalent to:
3974 * glTranslatef(1/w, -flip/h, -1.0)
3975 * glScalef(1.0, flip, 2.0);
3978 /* Translate by slightly less than a half pixel to force a top-left
3979 * filling convention. We want the difference to be large enough that
3980 * it doesn't get lost due to rounding inside the driver, but small
3981 * enough to prevent it from interfering with any anti-aliasing. */
3982 GLfloat xoffset = (63.0f / 64.0f) / stateblock->viewport.Width;
3983 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
3985 if (context->render_offscreen)
3987 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3988 * render everything upside down when rendering offscreen. */
3989 glTranslatef(xoffset, -yoffset, -1.0f);
3990 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3991 glScalef(1.0f, -1.0f, 2.0f);
3992 } else {
3993 glTranslatef(xoffset, yoffset, -1.0f);
3994 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3995 glScalef(1.0f, 1.0f, 2.0f);
3997 checkGLcall("glScalef");
3999 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
4000 checkGLcall("glLoadMatrixf");
4004 /* This should match any arrays loaded in loadVertexData.
4005 * TODO: Only load / unload arrays if we have to.
4007 static inline void unloadVertexData(const struct wined3d_context *context)
4009 const struct wined3d_gl_info *gl_info = context->gl_info;
4011 glDisableClientState(GL_VERTEX_ARRAY);
4012 glDisableClientState(GL_NORMAL_ARRAY);
4013 glDisableClientState(GL_COLOR_ARRAY);
4014 if (gl_info->supported[EXT_SECONDARY_COLOR])
4016 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4018 if (gl_info->supported[ARB_VERTEX_BLEND])
4020 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4022 unloadTexCoords(context);
4025 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context, int i)
4027 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4028 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4030 context->numbered_array_mask &= ~(1 << i);
4033 /* This should match any arrays loaded in loadNumberedArrays
4034 * TODO: Only load / unload arrays if we have to.
4036 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4038 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4039 GLint maxAttribs = 16;
4040 int i;
4042 /* Leave all the attribs disabled */
4043 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4044 /* MESA does not support it right not */
4045 if (glGetError() != GL_NO_ERROR)
4046 maxAttribs = 16;
4047 for (i = 0; i < maxAttribs; ++i) {
4048 unload_numbered_array(stateblock, context, i);
4052 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4053 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4055 const struct wined3d_gl_info *gl_info = context->gl_info;
4056 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4057 int i;
4058 const UINT *offset = stateblock->streamOffset;
4059 struct wined3d_buffer *vb;
4060 DWORD_PTR shift_index;
4062 /* Default to no instancing */
4063 stateblock->device->instancedDraw = FALSE;
4065 for (i = 0; i < MAX_ATTRIBS; i++) {
4066 if (!(stream_info->use_map & (1 << i)))
4068 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4069 continue;
4072 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4073 if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
4075 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4076 stateblock->device->instancedDraw = TRUE;
4077 continue;
4080 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4082 if (stream_info->elements[i].stride)
4084 if (curVBO != stream_info->elements[i].buffer_object)
4086 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4087 checkGLcall("glBindBufferARB");
4088 curVBO = stream_info->elements[i].buffer_object;
4090 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4091 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4092 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4093 * vbo we won't be load converted attributes anyway
4095 if (curVBO && vb->conversion_shift)
4097 TRACE("Loading attribute from shifted buffer\n");
4098 TRACE("Attrib %d has original stride %d, new stride %d\n",
4099 i, stream_info->elements[i].stride, vb->conversion_stride);
4100 TRACE("Original offset %p, additional offset 0x%08x\n",
4101 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4102 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
4103 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
4104 shift_index = shift_index % stream_info->elements[i].stride;
4105 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4106 stream_info->elements[i].format_desc->gl_vtx_type,
4107 stream_info->elements[i].format_desc->gl_normalized,
4108 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4109 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4110 + offset[stream_info->elements[i].stream_idx]));
4112 } else {
4113 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4114 stream_info->elements[i].format_desc->gl_vtx_type,
4115 stream_info->elements[i].format_desc->gl_normalized,
4116 stream_info->elements[i].stride, stream_info->elements[i].data
4117 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4118 + offset[stream_info->elements[i].stream_idx]));
4121 if (!(context->numbered_array_mask & (1 << i)))
4123 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4124 context->numbered_array_mask |= (1 << i);
4126 } else {
4127 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4128 * set up the attribute statically. But we have to figure out the system memory address.
4130 const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
4131 if (stream_info->elements[i].buffer_object)
4133 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4134 ptr += (long) buffer_get_sysmem(vb);
4137 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4139 switch (stream_info->elements[i].format_desc->format)
4141 case WINED3DFMT_R32_FLOAT:
4142 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4143 break;
4144 case WINED3DFMT_R32G32_FLOAT:
4145 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4146 break;
4147 case WINED3DFMT_R32G32B32_FLOAT:
4148 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4149 break;
4150 case WINED3DFMT_R32G32B32A32_FLOAT:
4151 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4152 break;
4154 case WINED3DFMT_R8G8B8A8_UINT:
4155 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4156 break;
4157 case WINED3DFMT_B8G8R8A8_UNORM:
4158 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4160 const DWORD *src = (const DWORD *)ptr;
4161 DWORD c = *src & 0xff00ff00;
4162 c |= (*src & 0xff0000) >> 16;
4163 c |= (*src & 0xff) << 16;
4164 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4165 break;
4167 /* else fallthrough */
4168 case WINED3DFMT_R8G8B8A8_UNORM:
4169 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4170 break;
4172 case WINED3DFMT_R16G16_SINT:
4173 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4174 break;
4175 case WINED3DFMT_R16G16B16A16_SINT:
4176 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4177 break;
4179 case WINED3DFMT_R16G16_SNORM:
4181 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4182 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4183 break;
4185 case WINED3DFMT_R16G16_UNORM:
4187 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4188 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4189 break;
4191 case WINED3DFMT_R16G16B16A16_SNORM:
4192 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4193 break;
4194 case WINED3DFMT_R16G16B16A16_UNORM:
4195 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4196 break;
4198 case WINED3DFMT_R10G10B10A2_UINT:
4199 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4200 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4201 break;
4202 case WINED3DFMT_R10G10B10A2_SNORM:
4203 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4204 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4205 break;
4207 case WINED3DFMT_R16G16_FLOAT:
4208 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4209 * byte float according to the IEEE standard
4211 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4212 break;
4213 case WINED3DFMT_R16G16B16A16_FLOAT:
4214 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4215 break;
4217 default:
4218 ERR("Unexpected declaration in stride 0 attributes\n");
4219 break;
4224 checkGLcall("Loading numbered arrays");
4227 /* Used from 2 different functions, and too big to justify making it inlined */
4228 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4229 const struct wined3d_stream_info *si)
4231 const struct wined3d_gl_info *gl_info = context->gl_info;
4232 const UINT *offset = stateblock->streamOffset;
4233 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4234 const struct wined3d_stream_info_element *e;
4236 TRACE("Using fast vertex array code\n");
4238 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4239 stateblock->device->instancedDraw = FALSE;
4241 /* Blend Data ---------------------------------------------- */
4242 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4243 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4245 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4247 if (gl_info->supported[ARB_VERTEX_BLEND])
4249 TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4250 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4252 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4253 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4255 GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4257 if (curVBO != e->buffer_object)
4259 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4260 checkGLcall("glBindBufferARB");
4261 curVBO = e->buffer_object;
4264 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4265 e->format_desc->gl_vtx_format,
4266 e->format_desc->gl_vtx_type,
4267 e->stride,
4268 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4269 GL_EXTCALL(glWeightPointerARB(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4270 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4272 checkGLcall("glWeightPointerARB");
4274 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4276 static BOOL warned;
4277 if (!warned)
4279 FIXME("blendMatrixIndices support\n");
4280 warned = TRUE;
4283 } else {
4284 /* TODO: support blends in drawStridedSlow
4285 * No need to write a FIXME here, this is done after the general vertex decl decoding
4287 WARN("unsupported blending in openGl\n");
4290 else
4292 if (gl_info->supported[ARB_VERTEX_BLEND])
4294 static const GLbyte one = 1;
4295 GL_EXTCALL(glWeightbvARB(1, &one));
4296 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4300 /* Point Size ----------------------------------------------*/
4301 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4303 /* no such functionality in the fixed function GL pipeline */
4304 TRACE("Cannot change ptSize here in openGl\n");
4305 /* TODO: Implement this function in using shaders if they are available */
4308 /* Vertex Pointers -----------------------------------------*/
4309 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4311 e = &si->elements[WINED3D_FFP_POSITION];
4312 if (curVBO != e->buffer_object)
4314 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4315 checkGLcall("glBindBufferARB");
4316 curVBO = e->buffer_object;
4319 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4320 handling for rhw mode should not impact screen position whereas in GL it does.
4321 This may result in very slightly distorted textures in rhw mode.
4322 There's always the other option of fixing the view matrix to
4323 prevent w from having any effect.
4325 This only applies to user pointer sources, in VBOs the vertices are fixed up
4327 if (!e->buffer_object)
4329 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4330 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4331 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4332 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4334 else
4336 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4337 e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4338 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4339 glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4340 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4342 checkGLcall("glVertexPointer(...)");
4343 glEnableClientState(GL_VERTEX_ARRAY);
4344 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4347 /* Normals -------------------------------------------------*/
4348 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4350 e = &si->elements[WINED3D_FFP_NORMAL];
4351 if (curVBO != e->buffer_object)
4353 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4354 checkGLcall("glBindBufferARB");
4355 curVBO = e->buffer_object;
4358 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4359 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4360 glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4361 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4362 checkGLcall("glNormalPointer(...)");
4363 glEnableClientState(GL_NORMAL_ARRAY);
4364 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4366 } else {
4367 glNormal3f(0, 0, 0);
4368 checkGLcall("glNormal3f(0, 0, 0)");
4371 /* Diffuse Colour --------------------------------------------*/
4372 /* WARNING: Data here MUST be in RGBA format, so cannot */
4373 /* go directly into fast mode from app pgm, because */
4374 /* directx requires data in BGRA format. */
4375 /* currently fixupVertices swizzles the format, but this isn't*/
4376 /* very practical when using VBOs */
4377 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4378 /* , or the user doesn't care and wants the speed advantage */
4380 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4382 e = &si->elements[WINED3D_FFP_DIFFUSE];
4383 if (curVBO != e->buffer_object)
4385 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4386 checkGLcall("glBindBufferARB");
4387 curVBO = e->buffer_object;
4390 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4391 e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4392 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4393 glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4394 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4395 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4396 glEnableClientState(GL_COLOR_ARRAY);
4397 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4399 } else {
4400 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4401 checkGLcall("glColor4f(1, 1, 1, 1)");
4404 /* Specular Colour ------------------------------------------*/
4405 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4407 TRACE("setting specular colour\n");
4409 e = &si->elements[WINED3D_FFP_SPECULAR];
4410 if (gl_info->supported[EXT_SECONDARY_COLOR])
4412 GLenum type = e->format_desc->gl_vtx_type;
4413 GLint format = e->format_desc->gl_vtx_format;
4415 if (curVBO != e->buffer_object)
4417 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4418 checkGLcall("glBindBufferARB");
4419 curVBO = e->buffer_object;
4422 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4424 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4425 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4426 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4427 * 4 component secondary colors use it
4429 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4430 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4431 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4432 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4433 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4435 else
4437 switch(type)
4439 case GL_UNSIGNED_BYTE:
4440 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4441 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4442 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4443 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4444 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4445 break;
4447 default:
4448 FIXME("Add 4 component specular color pointers for type %x\n", type);
4449 /* Make sure that the right color component is dropped */
4450 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4451 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4452 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4453 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4454 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4457 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4458 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4460 else
4462 WARN("Specular colour is not supported in this GL implementation.\n");
4465 else
4467 if (gl_info->supported[EXT_SECONDARY_COLOR])
4469 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4470 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4472 else
4474 WARN("Specular colour is not supported in this GL implementation.\n");
4478 /* Texture coords -------------------------------------------*/
4479 loadTexCoords(context, stateblock, si, &curVBO);
4482 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4484 IWineD3DDeviceImpl *device = stateblock->device;
4485 BOOL load_numbered = use_vs(stateblock) && !device->useDrawStridedSlow;
4486 BOOL load_named = !use_vs(stateblock) && !device->useDrawStridedSlow;
4488 if (context->numberedArraysLoaded && !load_numbered)
4490 unloadNumberedArrays(stateblock, context);
4491 context->numberedArraysLoaded = FALSE;
4492 context->numbered_array_mask = 0;
4494 else if (context->namedArraysLoaded)
4496 unloadVertexData(context);
4497 context->namedArraysLoaded = FALSE;
4500 if (load_numbered)
4502 TRACE("Loading numbered arrays\n");
4503 loadNumberedArrays(stateblock, &device->strided_streams, context);
4504 context->numberedArraysLoaded = TRUE;
4506 else if (load_named)
4508 TRACE("Loading vertex data\n");
4509 loadVertexData(context, stateblock, &device->strided_streams);
4510 context->namedArraysLoaded = TRUE;
4514 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4516 const struct wined3d_gl_info *gl_info = context->gl_info;
4517 BOOL updateFog = FALSE;
4518 BOOL useVertexShaderFunction = use_vs(stateblock);
4519 BOOL usePixelShaderFunction = use_ps(stateblock);
4520 IWineD3DDeviceImpl *device = stateblock->device;
4521 BOOL transformed;
4522 BOOL wasrhw = context->last_was_rhw;
4523 unsigned int i;
4525 transformed = device->strided_streams.position_transformed;
4526 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4527 updateFog = TRUE;
4530 /* Reapply lighting if it is not scheduled for reapplication already */
4531 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4532 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4535 if (transformed) {
4536 context->last_was_rhw = TRUE;
4537 } else {
4539 /* Untransformed, so relies on the view and projection matrices */
4540 context->last_was_rhw = FALSE;
4541 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4542 device->untransformed = TRUE;
4544 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4545 * Not needed as long as only hw shaders are supported
4548 /* This sets the shader output position correction constants.
4549 * TODO: Move to the viewport state
4551 if (useVertexShaderFunction)
4553 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4554 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4555 device->posFixup[3] = device->posFixup[1] * yoffset;
4559 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4560 * off this function will be called again anyway to make sure they're properly set
4562 if(!useVertexShaderFunction) {
4563 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4564 * or transformed / untransformed was switched
4566 if(wasrhw != context->last_was_rhw &&
4567 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4568 !isStateDirty(context, STATE_VIEWPORT)) {
4569 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4571 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4572 * mode.
4574 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4575 * this check will fail and the matrix not applied again. This is OK because a simple
4576 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4577 * needs of the vertex declaration.
4579 * World and view matrix go into the same gl matrix, so only apply them when neither is
4580 * dirty
4582 if(transformed != wasrhw &&
4583 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4584 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4585 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4588 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4589 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4592 if(context->last_was_vshader) {
4593 updateFog = TRUE;
4594 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4595 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4597 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4599 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4602 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4603 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4605 } else {
4606 if(!context->last_was_vshader) {
4607 static BOOL warned = FALSE;
4608 if(!device->vs_clipping) {
4609 /* Disable all clip planes to get defined results on all drivers. See comment in the
4610 * state_clipping state handler
4612 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4614 glDisable(GL_CLIP_PLANE0 + i);
4615 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4618 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4619 FIXME("Clipping not supported with vertex shaders\n");
4620 warned = TRUE;
4623 if(wasrhw) {
4624 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4625 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4626 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4627 * fixed function vertex processing states back in a sane state before switching to shaders
4629 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4630 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4632 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4633 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4636 updateFog = TRUE;
4638 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4639 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4640 * device->vs_clipping is false.
4642 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4644 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4649 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4650 * application
4652 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4653 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4655 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4656 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4660 context->last_was_vshader = useVertexShaderFunction;
4662 if(updateFog) {
4663 device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4665 if(!useVertexShaderFunction) {
4666 int i;
4667 for(i = 0; i < MAX_TEXTURES; i++) {
4668 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4669 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4675 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4677 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4678 UINT width, height;
4679 WINED3DVIEWPORT vp = stateblock->viewport;
4681 if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4682 if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4684 glDepthRange(vp.MinZ, vp.MaxZ);
4685 checkGLcall("glDepthRange");
4686 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4688 if (context->render_offscreen)
4690 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4691 } else {
4692 target->get_drawable_size(context, &width, &height);
4694 glViewport(vp.X,
4695 (height - (vp.Y + vp.Height)),
4696 vp.Width, vp.Height);
4699 checkGLcall("glViewport");
4702 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4704 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4706 stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
4707 stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
4709 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4710 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4712 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4713 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4717 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4719 UINT Index = state - STATE_ACTIVELIGHT(0);
4720 const struct wined3d_light_info *lightInfo = stateblock->activeLights[Index];
4722 if(!lightInfo) {
4723 glDisable(GL_LIGHT0 + Index);
4724 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4725 } else {
4726 float quad_att;
4727 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4729 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4730 glMatrixMode(GL_MODELVIEW);
4731 glPushMatrix();
4732 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4734 /* Diffuse: */
4735 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4736 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4737 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4738 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4739 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4740 checkGLcall("glLightfv");
4742 /* Specular */
4743 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4744 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4745 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4746 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4747 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4748 checkGLcall("glLightfv");
4750 /* Ambient */
4751 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4752 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4753 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4754 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4755 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4756 checkGLcall("glLightfv");
4758 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4759 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4760 } else {
4761 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4764 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4765 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4766 * Attenuation0 to NaN and crashes in the gl lib
4769 switch (lightInfo->OriginalParms.Type) {
4770 case WINED3DLIGHT_POINT:
4771 /* Position */
4772 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4773 checkGLcall("glLightfv");
4774 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4775 checkGLcall("glLightf");
4776 /* Attenuation - Are these right? guessing... */
4777 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4778 checkGLcall("glLightf");
4779 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4780 checkGLcall("glLightf");
4781 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4782 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4783 checkGLcall("glLightf");
4784 /* FIXME: Range */
4785 break;
4787 case WINED3DLIGHT_SPOT:
4788 /* Position */
4789 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4790 checkGLcall("glLightfv");
4791 /* Direction */
4792 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4793 checkGLcall("glLightfv");
4794 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4795 checkGLcall("glLightf");
4796 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4797 checkGLcall("glLightf");
4798 /* Attenuation - Are these right? guessing... */
4799 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4800 checkGLcall("glLightf");
4801 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4802 checkGLcall("glLightf");
4803 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4804 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4805 checkGLcall("glLightf");
4806 /* FIXME: Range */
4807 break;
4809 case WINED3DLIGHT_DIRECTIONAL:
4810 /* Direction */
4811 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4812 checkGLcall("glLightfv");
4813 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4814 checkGLcall("glLightf");
4815 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4816 checkGLcall("glLightf");
4817 break;
4819 default:
4820 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4823 /* Restore the modelview matrix */
4824 glPopMatrix();
4826 glEnable(GL_LIGHT0 + Index);
4827 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4831 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4833 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
4834 RECT *pRect = &stateblock->scissorRect;
4835 UINT height;
4836 UINT width;
4838 target->get_drawable_size(context, &width, &height);
4839 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4840 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4842 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4843 pRect->right - pRect->left, pRect->bottom - pRect->top);
4845 if (context->render_offscreen)
4847 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4848 } else {
4849 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4851 checkGLcall("glScissor");
4854 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4856 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4857 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4858 } else {
4859 struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4860 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4864 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4866 if (context->render_offscreen)
4868 glFrontFace(GL_CCW);
4869 checkGLcall("glFrontFace(GL_CCW)");
4870 } else {
4871 glFrontFace(GL_CW);
4872 checkGLcall("glFrontFace(GL_CW)");
4876 const struct StateEntryTemplate misc_state_template[] = {
4877 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4878 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4879 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4880 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4881 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4882 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4883 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4884 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4885 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4886 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4887 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4888 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4889 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4890 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4891 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4892 * vshader loadings are untied from each other
4894 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4895 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4929 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4930 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4931 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4934 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4935 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4936 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4937 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4938 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4939 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4940 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4941 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4942 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4943 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4945 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4946 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4947 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4984 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5021 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5025 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5027 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5031 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5033 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5035 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5036 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5037 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5038 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5039 /* Samplers */
5040 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5041 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5042 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5043 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5044 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5045 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5046 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5047 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5048 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5049 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5050 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5051 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5052 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5053 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5054 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5055 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5056 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5057 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5058 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5059 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5060 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5063 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5064 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5065 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5066 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5068 /* Clip planes */
5069 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5070 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5071 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5072 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5073 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5074 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5075 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5076 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5077 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5078 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5079 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5080 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5081 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5082 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5083 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5084 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5085 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5086 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5087 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5088 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5089 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5090 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5091 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5092 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5093 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5094 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5095 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5096 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5097 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5098 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5099 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5100 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5101 /* Lights */
5102 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5103 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5104 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5105 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5106 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5107 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5108 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5109 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5110 /* Viewport */
5111 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5112 /* Transform states follow */
5113 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5380 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5381 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5382 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5383 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5384 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5385 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5386 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5387 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5395 /* Fog */
5396 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5397 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5398 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5399 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5400 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5401 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5402 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5403 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5404 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5405 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5406 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5407 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5408 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5409 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5410 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5411 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5412 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5413 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5414 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5415 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5416 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5417 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5418 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5419 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5420 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5421 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5422 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5423 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5424 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5425 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5426 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5427 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5428 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5429 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5431 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5432 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5433 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5434 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5435 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5436 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5437 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5438 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5439 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5440 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5441 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5442 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5443 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5444 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5445 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5446 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5447 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5448 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5449 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5450 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5451 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5452 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5453 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5454 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5455 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5458 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5459 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5539 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5540 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5541 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, WINED3D_GL_EXT_NONE },
5542 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5543 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5544 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5545 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5546 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5547 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5548 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5549 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5550 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5551 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5552 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5553 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5554 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5555 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5556 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5557 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5558 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5560 #undef GLINFO_LOCATION
5562 /* Context activation is done by the caller. */
5563 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5565 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5567 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5568 WINED3DTEXOPCAPS_ADDSIGNED |
5569 WINED3DTEXOPCAPS_ADDSIGNED2X |
5570 WINED3DTEXOPCAPS_MODULATE |
5571 WINED3DTEXOPCAPS_MODULATE2X |
5572 WINED3DTEXOPCAPS_MODULATE4X |
5573 WINED3DTEXOPCAPS_SELECTARG1 |
5574 WINED3DTEXOPCAPS_SELECTARG2 |
5575 WINED3DTEXOPCAPS_DISABLE;
5577 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5578 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5579 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5581 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5582 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5583 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5584 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5585 WINED3DTEXOPCAPS_LERP |
5586 WINED3DTEXOPCAPS_SUBTRACT;
5588 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5589 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5591 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5592 WINED3DTEXOPCAPS_MULTIPLYADD |
5593 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5594 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5595 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5597 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5598 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5600 pCaps->MaxTextureBlendStages = gl_info->limits.textures;
5601 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5604 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5605 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5606 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5608 if (TRACE_ON(d3d))
5610 TRACE("Checking support for fixup:\n");
5611 dump_color_fixup_desc(fixup);
5614 /* We only support identity conversions. */
5615 if (is_identity_fixup(fixup))
5617 TRACE("[OK]\n");
5618 return TRUE;
5621 TRACE("[FAILED]\n");
5622 return FALSE;
5625 const struct fragment_pipeline ffp_fragment_pipeline = {
5626 ffp_enable,
5627 ffp_fragment_get_caps,
5628 ffp_fragment_alloc,
5629 ffp_fragment_free,
5630 ffp_color_fixup_supported,
5631 ffp_fragmentstate_template,
5632 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5635 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5637 unsigned int i;
5638 for(i = 0; funcs[i]; i++);
5639 return i;
5642 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5644 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5645 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5648 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5650 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5651 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5652 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5655 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5657 unsigned int start, last, i;
5659 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5660 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5661 for (i = start; i <= last; ++i)
5663 state_table[i].representative = 0;
5664 state_table[i].apply = state_undefined;
5667 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5668 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5669 for (i = start; i <= last; ++i)
5671 state_table[i].representative = 0;
5672 state_table[i].apply = state_undefined;
5676 static void validate_state_table(struct StateEntry *state_table)
5678 unsigned int i;
5680 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5682 DWORD rep = state_table[i].representative;
5683 if (rep && !state_table[rep].representative)
5685 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5686 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5687 state_table[i].representative = 0;
5692 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5693 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5694 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5696 unsigned int i, type, handlers;
5697 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5698 const struct StateEntryTemplate *cur;
5699 BOOL set[STATE_HIGHEST + 1];
5701 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5703 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5704 StateTable[i].representative = 0;
5705 StateTable[i].apply = state_undefined;
5708 for(type = 0; type < 3; type++) {
5709 /* This switch decides the order in which the states are applied */
5710 switch(type) {
5711 case 0: cur = misc; break;
5712 case 1: cur = fragment->states; break;
5713 case 2: cur = vertex; break;
5714 default: cur = NULL; /* Stupid compiler */
5716 if(!cur) continue;
5718 /* GL extension filtering should not prevent multiple handlers being applied from different
5719 * pipeline parts
5721 memset(set, 0, sizeof(set));
5723 for(i = 0; cur[i].state; i++) {
5724 APPLYSTATEFUNC *funcs_array;
5726 /* Only use the first matching state with the available extension from one template.
5727 * e.g.
5728 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5729 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5731 * if GL_XYZ_fancy is supported, ignore the 2nd line
5733 if(set[cur[i].state]) continue;
5734 /* Skip state lines depending on unsupported extensions */
5735 if (!gl_info->supported[cur[i].extension]) continue;
5736 set[cur[i].state] = TRUE;
5737 /* In some cases having an extension means that nothing has to be
5738 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5739 * supported, the texture coordinate fixup can be ignored. If the
5740 * apply function is used, mark the state set(done above) to prevent
5741 * applying later lines, but do not record anything in the state
5742 * table
5744 if(!cur[i].content.apply) continue;
5746 handlers = num_handlers(multistate_funcs[cur[i].state]);
5747 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5748 switch(handlers) {
5749 case 0:
5750 StateTable[cur[i].state].apply = cur[i].content.apply;
5751 break;
5752 case 1:
5753 StateTable[cur[i].state].apply = multistate_apply_2;
5754 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5756 sizeof(**dev_multistate_funcs) * 2);
5757 if (!dev_multistate_funcs[cur[i].state]) {
5758 goto out_of_mem;
5761 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5762 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5763 break;
5764 case 2:
5765 StateTable[cur[i].state].apply = multistate_apply_3;
5766 funcs_array = HeapReAlloc(GetProcessHeap(),
5768 dev_multistate_funcs[cur[i].state],
5769 sizeof(**dev_multistate_funcs) * 3);
5770 if (!funcs_array) {
5771 goto out_of_mem;
5774 dev_multistate_funcs[cur[i].state] = funcs_array;
5775 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5776 break;
5777 default:
5778 ERR("Unexpected amount of state handlers for state %u: %u\n",
5779 cur[i].state, handlers + 1);
5782 if(StateTable[cur[i].state].representative &&
5783 StateTable[cur[i].state].representative != cur[i].content.representative) {
5784 FIXME("State %u has different representatives in different pipeline parts\n",
5785 cur[i].state);
5787 StateTable[cur[i].state].representative = cur[i].content.representative;
5791 prune_invalid_states(StateTable, gl_info);
5792 validate_state_table(StateTable);
5794 return WINED3D_OK;
5796 out_of_mem:
5797 for (i = 0; i <= STATE_HIGHEST; ++i) {
5798 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5801 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5803 return E_OUTOFMEMORY;