wined3d: Kill the GL_ATI_envmap_bumpmap code.
[wine/multimedia.git] / dlls / wined3d / state.c
blob573c23c17438e4ebbe1d758581c2b07989229b52
2 /*
3 * Direct3D state management
5 * Copyright 2002 Lionel Ulmer
6 * Copyright 2002-2005 Jason Edmeades
7 * Copyright 2003-2004 Raphael Junqueira
8 * Copyright 2004 Christian Costa
9 * Copyright 2005 Oliver Stieber
10 * Copyright 2006 Henri Verbeet
11 * Copyright 2006-2008 Stefan Dösinger 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 stateblock->wineD3DDevice->adapter->gl_info
40 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
42 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
43 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
44 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
46 if(STATE_IS_RENDER(state)) {
47 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
48 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
49 } else {
50 /* Shouldn't have an unknown type here */
51 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
55 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
56 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
57 * list without causing confusing terminal output. Deliberately no special debug name here
58 * because its undefined.
60 WARN("undefined state %d\n", state);
63 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
64 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
66 switch(Value) {
67 case WINED3DFILL_POINT:
68 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
69 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
70 break;
71 case WINED3DFILL_WIREFRAME:
72 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
73 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
74 break;
75 case WINED3DFILL_SOLID:
76 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
77 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
78 break;
79 default:
80 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
84 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
85 BOOL transformed;
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 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
98 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
99 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
101 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
102 glEnable(GL_LIGHTING);
103 checkGLcall("glEnable GL_LIGHTING");
104 } else {
105 glDisable(GL_LIGHTING);
106 checkGLcall("glDisable GL_LIGHTING");
110 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
111 /* No z test without depth stencil buffers */
112 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
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, WineD3DContext *context) {
139 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
140 * switch
142 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
143 case WINED3DCULL_NONE:
144 glDisable(GL_CULL_FACE);
145 checkGLcall("glDisable GL_CULL_FACE");
146 break;
147 case WINED3DCULL_CW:
148 glEnable(GL_CULL_FACE);
149 checkGLcall("glEnable GL_CULL_FACE");
150 glCullFace(GL_FRONT);
151 checkGLcall("glCullFace(GL_FRONT)");
152 break;
153 case WINED3DCULL_CCW:
154 glEnable(GL_CULL_FACE);
155 checkGLcall("glEnable GL_CULL_FACE");
156 glCullFace(GL_BACK);
157 checkGLcall("glCullFace(GL_BACK)");
158 break;
159 default:
160 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
164 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
165 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
166 case WINED3DSHADE_FLAT:
167 glShadeModel(GL_FLAT);
168 checkGLcall("glShadeModel(GL_FLAT)");
169 break;
170 case WINED3DSHADE_GOURAUD:
171 glShadeModel(GL_SMOOTH);
172 checkGLcall("glShadeModel(GL_SMOOTH)");
173 break;
174 case WINED3DSHADE_PHONG:
175 FIXME("WINED3DSHADE_PHONG isn't supported\n");
176 break;
177 default:
178 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
182 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
183 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
184 glEnable(GL_DITHER);
185 checkGLcall("glEnable GL_DITHER");
186 } else {
187 glDisable(GL_DITHER);
188 checkGLcall("glDisable GL_DITHER");
192 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
193 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
194 * this has to be merged with ZENABLE and ZFUNC
196 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
197 glDepthMask(1);
198 checkGLcall("glDepthMask(1)");
199 } else {
200 glDepthMask(0);
201 checkGLcall("glDepthMask(0)");
205 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
206 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
208 if(glParm) {
209 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
210 static BOOL once = FALSE;
211 /* There are a few issues with this: First, our inability to
212 * select a proper Z depth, most of the time we're stuck with
213 * D24S8, even if the app selects D32 or D16. There seem to be
214 * some other precision problems which have to be debugged to
215 * make NOTEQUAL and EQUAL work properly
217 if(!once) {
218 once = TRUE;
219 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
223 glDepthFunc(glParm);
224 checkGLcall("glDepthFunc");
228 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
229 float col[4];
230 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
232 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
233 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
234 checkGLcall("glLightModel for MODEL_AMBIENT");
237 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
238 int srcBlend = GL_ZERO;
239 int dstBlend = GL_ZERO;
240 const StaticPixelFormatDesc *rtFormat;
241 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
243 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
244 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
245 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
246 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
247 const GlPixelFormatDesc *glDesc;
248 getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
250 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
251 * The d3d9 visual test confirms the behavior. */
252 if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
253 glDisable(GL_BLEND);
254 checkGLcall("glDisable GL_BLEND");
255 return;
256 } else {
257 glEnable(GL_BLEND);
258 checkGLcall("glEnable GL_BLEND");
260 } else {
261 glDisable(GL_BLEND);
262 checkGLcall("glDisable GL_BLEND");
263 /* Nothing more to do - get out */
264 return;
267 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
268 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
269 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
270 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
271 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
272 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
273 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
274 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
275 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
277 /* To compensate the lack of format switching with backbuffer offscreen rendering,
278 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
279 * if the render target doesn't support alpha blending. A nonexistent alpha channel
280 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
282 case WINED3DBLEND_DESTALPHA :
283 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
284 dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
285 break;
286 case WINED3DBLEND_INVDESTALPHA :
287 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
288 dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
289 break;
291 case WINED3DBLEND_SRCALPHASAT :
292 dstBlend = GL_SRC_ALPHA_SATURATE;
293 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
294 break;
296 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
297 * values which are still valid up to d3d9. They should not occur as dest blend values
299 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
300 srcBlend = GL_SRC_ALPHA;
301 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
302 break;
304 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
305 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
306 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
307 break;
309 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
310 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
311 default:
312 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
315 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
316 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
317 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
318 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
319 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
320 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
321 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
322 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
323 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
324 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
326 case WINED3DBLEND_DESTALPHA :
327 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
328 srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
329 break;
330 case WINED3DBLEND_INVDESTALPHA :
331 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
332 srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
333 break;
335 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
336 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
337 break;
339 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
340 dstBlend = GL_SRC_ALPHA;
341 break;
343 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
344 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
345 default:
346 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
349 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
350 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
351 glEnable(GL_LINE_SMOOTH);
352 checkGLcall("glEnable(GL_LINE_SMOOTH)");
353 if(srcBlend != GL_SRC_ALPHA) {
354 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
356 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
357 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
359 } else {
360 glDisable(GL_LINE_SMOOTH);
361 checkGLcall("glDisable(GL_LINE_SMOOTH)");
364 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
365 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
366 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
369 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
370 int srcBlendAlpha = GL_ZERO;
371 int dstBlendAlpha = GL_ZERO;
373 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
374 if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
375 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
376 return;
379 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
380 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
381 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
382 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
383 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
384 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
385 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
386 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
387 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
388 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
389 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
390 case WINED3DBLEND_SRCALPHASAT :
391 dstBlend = GL_SRC_ALPHA_SATURATE;
392 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
393 break;
394 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
395 * values which are still valid up to d3d9. They should not occur as dest blend values
397 case WINED3DBLEND_BOTHSRCALPHA :
398 dstBlendAlpha = GL_SRC_ALPHA;
399 srcBlendAlpha = GL_SRC_ALPHA;
400 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
401 break;
402 case WINED3DBLEND_BOTHINVSRCALPHA :
403 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
404 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
405 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
406 break;
407 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
408 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
409 default:
410 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
413 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
414 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
415 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
416 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
417 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
418 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
419 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
420 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
421 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
422 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
423 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
424 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
425 case WINED3DBLEND_BOTHSRCALPHA :
426 srcBlendAlpha = GL_SRC_ALPHA;
427 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
428 break;
429 case WINED3DBLEND_BOTHINVSRCALPHA :
430 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 dstBlendAlpha = GL_SRC_ALPHA;
432 break;
433 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
434 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
435 default:
436 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
439 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
440 checkGLcall("glBlendFuncSeparateEXT");
441 } else {
442 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
443 glBlendFunc(srcBlend, dstBlend);
444 checkGLcall("glBlendFunc");
447 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
448 so it may need updating */
449 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
450 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
451 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
455 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
456 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
459 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
460 float col[4];
462 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
463 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
464 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
465 checkGLcall("glBlendColor");
468 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
469 int glParm = 0;
470 float ref;
471 BOOL enable_ckey = FALSE;
473 IWineD3DSurfaceImpl *surf;
475 /* Find out if the texture on the first stage has a ckey set
476 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
477 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
478 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
479 * in case it finds some texture+colorkeyenable combination which needs extra care.
481 if(stateblock->textures[0] && (
482 stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
483 stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
484 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
486 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
487 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
488 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
489 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
490 * surface has alpha bits
492 if(fmt->alphaMask == 0x00000000) {
493 enable_ckey = TRUE;
498 if(enable_ckey || context->last_was_ckey) {
499 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
500 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
502 context->last_was_ckey = enable_ckey;
504 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
505 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
506 glEnable(GL_ALPHA_TEST);
507 checkGLcall("glEnable GL_ALPHA_TEST");
508 } else {
509 glDisable(GL_ALPHA_TEST);
510 checkGLcall("glDisable GL_ALPHA_TEST");
511 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
512 * enable call
514 return;
517 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
518 glParm = GL_NOTEQUAL;
519 ref = 0.0;
520 } else {
521 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
522 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
524 if(glParm) {
525 glAlphaFunc(glParm, ref);
526 checkGLcall("glAlphaFunc");
530 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
531 DWORD enable = 0xFFFFFFFF;
532 DWORD disable = 0x00000000;
534 if (use_vs(stateblock->wineD3DDevice)) {
535 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
536 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
537 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
538 * of that - don't do anything here and keep them disabled
540 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
541 static BOOL warned = FALSE;
542 if(!warned) {
543 FIXME("Clipping not supported with vertex shaders\n");
544 warned = TRUE;
547 return;
550 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
551 * of already set values
554 /* If enabling / disabling all
555 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
557 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
558 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
559 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
560 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
561 glDisable(GL_DEPTH_CLAMP_NV);
562 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
564 } else {
565 disable = 0xffffffff;
566 enable = 0x00;
567 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
568 glEnable(GL_DEPTH_CLAMP_NV);
569 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
573 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
574 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
575 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
576 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
577 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
578 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
580 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
581 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
582 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
583 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
584 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
585 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
587 /** update clipping status */
588 if (enable) {
589 stateblock->clip_status.ClipUnion = 0;
590 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
591 } else {
592 stateblock->clip_status.ClipUnion = 0;
593 stateblock->clip_status.ClipIntersection = 0;
597 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
598 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
601 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
602 int blendEquation = GL_FUNC_ADD;
603 int blendEquationAlpha = GL_FUNC_ADD;
605 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
606 if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
607 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
608 return;
611 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
612 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
613 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
614 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
615 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
616 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
617 default:
618 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
621 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
622 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
623 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
624 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
625 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
626 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
627 default:
628 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
631 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
632 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
633 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
634 checkGLcall("glBlendEquationSeparateEXT");
635 } else {
636 TRACE("glBlendEquation(%x)\n", blendEquation);
637 GL_EXTCALL(glBlendEquationEXT(blendEquation));
638 checkGLcall("glBlendEquation");
642 static void
643 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
644 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
645 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
646 * specular color. This is wrong:
647 * Separate specular color means the specular colour is maintained separately, whereas
648 * single color means it is merged in. However in both cases they are being used to
649 * some extent.
650 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
651 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
652 * running 1.4 yet!
655 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
656 * Instead, we need to setup the FinalCombiner properly.
658 * The default setup for the FinalCombiner is:
660 * <variable> <input> <mapping> <usage>
661 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
662 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
663 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
664 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
665 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
666 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
667 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
669 * That's pretty much fine as it is, except for variable B, which needs to take
670 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
671 * whether WINED3DRS_SPECULARENABLE is enabled or not.
674 TRACE("Setting specular enable state and materials\n");
675 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
676 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
677 checkGLcall("glMaterialfv");
679 if(stateblock->material.Power > GL_LIMITS(shininess)) {
680 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
681 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
682 * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
683 * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
684 * them, it should be safe to do so without major visual distortions.
686 WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
687 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
688 } else {
689 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
691 checkGLcall("glMaterialf(GL_SHININESS)");
693 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
694 glEnable(GL_COLOR_SUM_EXT);
695 } else {
696 TRACE("Specular colors cannot be enabled in this version of opengl\n");
698 checkGLcall("glEnable(GL_COLOR_SUM)");
700 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
701 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
702 checkGLcall("glFinalCombinerInputNV()");
704 } else {
705 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
707 /* for the case of enabled lighting: */
708 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
709 checkGLcall("glMaterialfv");
711 /* for the case of disabled lighting: */
712 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
713 glDisable(GL_COLOR_SUM_EXT);
714 } else {
715 TRACE("Specular colors cannot be disabled in this version of opengl\n");
717 checkGLcall("glDisable(GL_COLOR_SUM)");
719 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
720 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
721 checkGLcall("glFinalCombinerInputNV()");
725 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
726 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
727 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
728 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
729 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
730 stateblock->material.Specular.b, stateblock->material.Specular.a);
731 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
732 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
734 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
735 checkGLcall("glMaterialfv(GL_AMBIENT)");
736 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
737 checkGLcall("glMaterialfv(GL_DIFFUSE)");
738 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
739 checkGLcall("glMaterialfv(GL_EMISSION)");
742 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
743 unsigned int i;
745 /* Note the texture color applies to all textures whereas
746 * GL_TEXTURE_ENV_COLOR applies to active only
748 float col[4];
749 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
751 /* And now the default texture color as well */
752 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
753 /* Note the WINED3DRS value applies to all textures, but GL has one
754 * per texture, so apply it now ready to be used!
756 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
757 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
758 checkGLcall("glActiveTextureARB");
759 } else if (i>0) {
760 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
763 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
764 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
768 static void
769 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
770 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
771 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
772 GL_EXTCALL(glActiveStencilFaceEXT(face));
773 checkGLcall("glActiveStencilFaceEXT(...)");
774 glStencilFunc(func, ref, mask);
775 checkGLcall("glStencilFunc(...)");
776 glStencilOp(stencilFail, depthFail, stencilPass);
777 checkGLcall("glStencilOp(...)");
780 static void
781 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
782 DWORD onesided_enable = FALSE;
783 DWORD twosided_enable = FALSE;
784 GLint func = GL_ALWAYS;
785 GLint func_ccw = GL_ALWAYS;
786 GLint ref = 0;
787 GLuint mask = 0;
788 GLint stencilFail = GL_KEEP;
789 GLint depthFail = GL_KEEP;
790 GLint stencilPass = GL_KEEP;
791 GLint stencilFail_ccw = GL_KEEP;
792 GLint depthFail_ccw = GL_KEEP;
793 GLint stencilPass_ccw = GL_KEEP;
795 /* No stencil test without a stencil buffer */
796 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
797 glDisable(GL_STENCIL_TEST);
798 checkGLcall("glDisable GL_STENCIL_TEST");
799 return;
802 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
803 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
804 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
805 func = GL_ALWAYS;
806 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
807 func_ccw = GL_ALWAYS;
808 ref = stateblock->renderState[WINED3DRS_STENCILREF];
809 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
810 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
811 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
812 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
813 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
814 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
815 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
817 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
818 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
819 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
820 onesided_enable, twosided_enable, ref, mask,
821 func, stencilFail, depthFail, stencilPass,
822 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
824 if (twosided_enable && onesided_enable) {
825 glEnable(GL_STENCIL_TEST);
826 checkGLcall("glEnable GL_STENCIL_TEST");
828 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
829 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
830 * which has an effect on the code below too. If we apply the front face
831 * afterwards, we are sure that the active stencil face is set to front,
832 * and other stencil functions which do not use two sided stencil do not have
833 * to set it back
835 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
836 stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
837 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
838 stencilFail, depthFail, stencilPass);
839 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
840 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
841 checkGLcall("glStencilFuncSeparateATI(...)");
842 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
843 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
844 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
845 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
846 } else {
847 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
849 } else if(onesided_enable) {
850 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
851 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
852 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
855 /* This code disables the ATI extension as well, since the standard stencil functions are equal
856 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
858 glEnable(GL_STENCIL_TEST);
859 checkGLcall("glEnable GL_STENCIL_TEST");
860 glStencilFunc(func, ref, mask);
861 checkGLcall("glStencilFunc(...)");
862 glStencilOp(stencilFail, depthFail, stencilPass);
863 checkGLcall("glStencilOp(...)");
864 } else {
865 glDisable(GL_STENCIL_TEST);
866 checkGLcall("glDisable GL_STENCIL_TEST");
870 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
871 DWORD mask;
873 if(stateblock->wineD3DDevice->stencilBufferTarget) {
874 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
875 } else {
876 mask = 0;
879 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
880 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
881 glStencilMask(mask);
882 checkGLcall("glStencilMask");
883 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
884 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
885 glStencilMask(mask);
888 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
889 DWORD mask;
891 if(stateblock->wineD3DDevice->stencilBufferTarget) {
892 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
893 } else {
894 mask = 0;
897 glStencilMask(mask);
898 checkGLcall("glStencilMask");
901 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
902 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
903 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
904 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
905 float fogstart, fogend;
907 union {
908 DWORD d;
909 float f;
910 } tmpvalue;
912 if (!fogenable) {
913 /* No fog? Disable it, and we're done :-) */
914 glDisable(GL_FOG);
915 checkGLcall("glDisable GL_FOG");
916 if( use_ps(stateblock->wineD3DDevice)
917 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
918 /* disable fog in the pixel shader
919 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
920 * -1/(e-s) and e/(e-s) respectively.
922 glFogf(GL_FOG_START, 0.0f);
923 checkGLcall("glFogf(GL_FOG_START, fogstart)");
924 glFogf(GL_FOG_END, 1.0f);
925 checkGLcall("glFogf(GL_FOG_END, fogend)");
927 return;
930 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
931 fogstart = tmpvalue.f;
932 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
933 fogend = tmpvalue.f;
935 /* Fog Rules:
937 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
938 * It can use the Z value of the vertex, or the alpha component of the specular color.
939 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
940 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
941 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
943 * FOGTABLEMODE != NONE:
944 * The Z value is used, with the equation specified, no matter what vertex type.
946 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
947 * Per vertex fog is calculated using the specified fog equation and the parameters
949 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
950 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
951 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
954 * Rules for vertex fog with shaders:
956 * When mixing fixed function functionality with the programmable pipeline, D3D expects
957 * the fog computation to happen during transformation while openGL expects it to happen
958 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
959 * the pixel shader while openGL always expects the pixel shader to handle the blending.
960 * To solve this problem, WineD3D does:
961 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
962 * shader,
963 * and 2) disables the fog computation (in either the fixed function or programmable
964 * rasterizer) if using a vertex program.
967 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
968 * without shaders).
971 if( is_ps3 ) {
972 if( !use_vs(stateblock->wineD3DDevice)
973 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
974 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
978 if (use_vs(stateblock->wineD3DDevice)
979 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
980 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
981 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
982 /* Disable fog */
983 fogenable = FALSE;
984 } else {
985 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
986 glFogi(GL_FOG_MODE, GL_LINEAR);
987 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
988 fogstart = 1.0;
989 fogend = 0.0;
992 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
993 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
994 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
995 context->fog_coord = FALSE;
997 context->last_was_foggy_shader = TRUE;
999 else if( use_ps(stateblock->wineD3DDevice) ) {
1000 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1001 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
1003 WINED3DFOGMODE mode;
1004 context->last_was_foggy_shader = FALSE;
1006 /* If both fogmodes are set use the table fog mode */
1007 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1008 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
1009 else
1010 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
1012 switch (mode) {
1013 case WINED3DFOG_EXP:
1014 case WINED3DFOG_EXP2:
1015 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
1016 /* Disable fog */
1017 fogenable = FALSE;
1018 break;
1020 case WINED3DFOG_LINEAR:
1021 fogstart = -1.0f/(fogend-fogstart);
1022 fogend *= -fogstart;
1023 break;
1025 case WINED3DFOG_NONE:
1026 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
1027 /* Disable fog */
1028 fogenable = FALSE;
1029 break;
1030 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1033 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1034 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1035 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1036 context->fog_coord = FALSE;
1039 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1040 * the system will apply only pixel(=table) fog effects."
1042 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1043 glHint(GL_FOG_HINT, GL_FASTEST);
1044 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
1045 context->last_was_foggy_shader = FALSE;
1047 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1048 /* If processed vertices are used, fall through to the NONE case */
1049 case WINED3DFOG_EXP: {
1050 if(!context->last_was_rhw) {
1051 glFogi(GL_FOG_MODE, GL_EXP);
1052 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1053 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1054 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1055 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1056 context->fog_coord = FALSE;
1058 break;
1061 case WINED3DFOG_EXP2: {
1062 if(!context->last_was_rhw) {
1063 glFogi(GL_FOG_MODE, GL_EXP2);
1064 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1065 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1066 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1067 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1068 context->fog_coord = FALSE;
1070 break;
1073 case WINED3DFOG_LINEAR: {
1074 if(!context->last_was_rhw) {
1075 glFogi(GL_FOG_MODE, GL_LINEAR);
1076 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1077 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1078 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1079 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1080 context->fog_coord = FALSE;
1082 break;
1085 case WINED3DFOG_NONE: {
1086 /* Both are none? According to msdn the alpha channel of the specular
1087 * color contains a fog factor. Set it in drawStridedSlow.
1088 * Same happens with Vertexfog on transformed vertices
1090 if(GL_SUPPORT(EXT_FOG_COORD)) {
1091 if(context->fog_coord == FALSE) {
1092 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1093 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1094 context->fog_coord = TRUE;
1096 glFogi(GL_FOG_MODE, GL_LINEAR);
1097 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1098 fogstart = 0xff;
1099 fogend = 0x0;
1100 } else {
1101 /* Disable GL fog, handle this in software in drawStridedSlow */
1102 fogenable = FALSE;
1104 break;
1106 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1108 } else {
1109 glHint(GL_FOG_HINT, GL_NICEST);
1110 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
1111 context->last_was_foggy_shader = FALSE;
1113 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1114 case WINED3DFOG_EXP:
1115 glFogi(GL_FOG_MODE, GL_EXP);
1116 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1117 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1118 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1119 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1120 context->fog_coord = FALSE;
1122 break;
1124 case WINED3DFOG_EXP2:
1125 glFogi(GL_FOG_MODE, GL_EXP2);
1126 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1127 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1128 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1129 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1130 context->fog_coord = FALSE;
1132 break;
1134 case WINED3DFOG_LINEAR:
1135 glFogi(GL_FOG_MODE, GL_LINEAR);
1136 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1137 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1138 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1139 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1140 context->fog_coord = FALSE;
1142 break;
1144 case WINED3DFOG_NONE: /* Won't happen */
1145 default:
1146 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1150 if(fogenable) {
1151 glEnable(GL_FOG);
1152 checkGLcall("glEnable GL_FOG");
1154 if(fogstart != fogend)
1156 glFogfv(GL_FOG_START, &fogstart);
1157 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1158 TRACE("Fog Start == %f\n", fogstart);
1160 glFogfv(GL_FOG_END, &fogend);
1161 checkGLcall("glFogf(GL_FOG_END, fogend)");
1162 TRACE("Fog End == %f\n", fogend);
1164 else
1166 glFogf(GL_FOG_START, -1.0 / 0.0);
1167 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1168 TRACE("Fog Start == %f\n", fogstart);
1170 glFogf(GL_FOG_END, 0.0);
1171 checkGLcall("glFogf(GL_FOG_END, fogend)");
1172 TRACE("Fog End == %f\n", fogend);
1174 } else {
1175 glDisable(GL_FOG);
1176 checkGLcall("glDisable GL_FOG");
1177 if( use_ps(stateblock->wineD3DDevice) ) {
1178 /* disable fog in the pixel shader
1179 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1180 * -1/(e-s) and e/(e-s) respectively.
1182 glFogf(GL_FOG_START, 0.0f);
1183 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1184 glFogf(GL_FOG_END, 1.0f);
1185 checkGLcall("glFogf(GL_FOG_END, fogend)");
1190 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1191 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1192 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1196 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1197 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1198 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1199 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1200 } else {
1201 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1202 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1206 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1207 float col[4];
1208 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1209 glFogfv(GL_FOG_COLOR, &col[0]);
1210 checkGLcall("glFog GL_FOG_COLOR");
1213 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1214 union {
1215 DWORD d;
1216 float f;
1217 } tmpvalue;
1218 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1219 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1220 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1223 /* TODO: Merge with primitive type + init_materials()!! */
1224 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1225 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1226 GLenum Parm = 0;
1227 WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1228 BOOL isDiffuseSupplied;
1230 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1231 * The vertex declaration will call this function if the fixed function pipeline is used.
1234 if(isStateDirty(context, STATE_VDECL)) {
1235 return;
1238 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1240 context->num_untracked_materials = 0;
1241 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1242 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1243 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1244 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1245 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1246 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1248 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1249 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1250 Parm = GL_AMBIENT_AND_DIFFUSE;
1251 } else {
1252 Parm = GL_DIFFUSE;
1254 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1255 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1256 context->num_untracked_materials++;
1258 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1259 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1260 context->num_untracked_materials++;
1262 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1263 Parm = GL_AMBIENT;
1264 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1265 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1266 context->num_untracked_materials++;
1268 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1269 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1270 context->num_untracked_materials++;
1272 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1273 Parm = GL_EMISSION;
1274 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1275 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1276 context->num_untracked_materials++;
1278 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1279 Parm = GL_SPECULAR;
1283 /* Nothing changed, return. */
1284 if (Parm == context->tracking_parm) return;
1286 if(!Parm) {
1287 glDisable(GL_COLOR_MATERIAL);
1288 checkGLcall("glDisable GL_COLOR_MATERIAL");
1289 } else {
1290 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1291 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1292 glEnable(GL_COLOR_MATERIAL);
1293 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1296 /* Apparently calls to glMaterialfv are ignored for properties we're
1297 * tracking with glColorMaterial, so apply those here. */
1298 switch (context->tracking_parm) {
1299 case GL_AMBIENT_AND_DIFFUSE:
1300 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1301 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1302 checkGLcall("glMaterialfv");
1303 break;
1305 case GL_DIFFUSE:
1306 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1307 checkGLcall("glMaterialfv");
1308 break;
1310 case GL_AMBIENT:
1311 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1312 checkGLcall("glMaterialfv");
1313 break;
1315 case GL_EMISSION:
1316 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1317 checkGLcall("glMaterialfv");
1318 break;
1320 case GL_SPECULAR:
1321 /* Only change material color if specular is enabled, otherwise it is set to black */
1322 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1323 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1324 checkGLcall("glMaterialfv");
1325 } else {
1326 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
1327 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1328 checkGLcall("glMaterialfv");
1330 break;
1333 context->tracking_parm = Parm;
1336 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1337 union {
1338 DWORD d;
1339 WINED3DLINEPATTERN lp;
1340 } tmppattern;
1341 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1343 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1345 if (tmppattern.lp.wRepeatFactor) {
1346 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1347 checkGLcall("glLineStipple(repeat, linepattern)");
1348 glEnable(GL_LINE_STIPPLE);
1349 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1350 } else {
1351 glDisable(GL_LINE_STIPPLE);
1352 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1356 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1357 union {
1358 DWORD d;
1359 float f;
1360 } tmpvalue;
1362 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1363 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1364 TRACE("ZBias value %f\n", tmpvalue.f);
1365 glPolygonOffset(0, -tmpvalue.f);
1366 checkGLcall("glPolygonOffset(0, -Value)");
1367 glEnable(GL_POLYGON_OFFSET_FILL);
1368 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1369 glEnable(GL_POLYGON_OFFSET_LINE);
1370 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1371 glEnable(GL_POLYGON_OFFSET_POINT);
1372 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1373 } else {
1374 glDisable(GL_POLYGON_OFFSET_FILL);
1375 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1376 glDisable(GL_POLYGON_OFFSET_LINE);
1377 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1378 glDisable(GL_POLYGON_OFFSET_POINT);
1379 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1384 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1385 if(isStateDirty(context, STATE_VDECL)) {
1386 return;
1388 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1389 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1390 * by zero and is not properly defined in opengl, so avoid it
1392 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1393 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1394 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1395 glEnable(GL_NORMALIZE);
1396 checkGLcall("glEnable(GL_NORMALIZE);");
1397 } else {
1398 glDisable(GL_NORMALIZE);
1399 checkGLcall("glDisable(GL_NORMALIZE);");
1403 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1404 union {
1405 DWORD d;
1406 float f;
1407 } tmpvalue;
1409 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1410 if(tmpvalue.f != 1.0) {
1411 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1415 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1416 union {
1417 DWORD d;
1418 float f;
1419 } tmpvalue;
1421 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1422 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
1423 checkGLcall("glPointParameterfEXT(...)");
1426 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1427 union {
1428 DWORD d;
1429 float f;
1430 } tmpvalue;
1432 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1433 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, tmpvalue.f);
1434 checkGLcall("glPointParameterfARB(...)");
1437 static void state_psizemax_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1438 union {
1439 DWORD d;
1440 float f;
1441 } tmpvalue;
1443 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1444 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, tmpvalue.f);
1445 checkGLcall("glPointParameterfARB(...)");
1448 static void state_psizemax_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1449 union {
1450 DWORD d;
1451 float f;
1452 } tmpvalue;
1454 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1455 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
1456 checkGLcall("glPointParameterfEXT(...)");
1459 static void state_psizemax_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1460 union {
1461 DWORD d;
1462 float f;
1463 } tmpvalue;
1465 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1466 if(tmpvalue.f != 64.0) {
1467 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1471 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1472 /* TODO: Group this with the viewport */
1474 * POINTSCALEENABLE controls how point size value is treated. If set to
1475 * true, the point size is scaled with respect to height of viewport.
1476 * When set to false point size is in pixels.
1479 /* Default values */
1480 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1481 union {
1482 DWORD d;
1483 float f;
1484 } pointSize, A, B, C;
1486 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1487 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1488 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1489 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1491 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1492 GLfloat scaleFactor;
1493 float h = stateblock->viewport.Height;
1495 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1497 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1498 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1499 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1500 * are less than 1.0f. scale_factor = 1.0f / point_size.
1502 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1503 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1504 * is 1.0, but then accepts points below that and draws too small points
1506 pointSize.f = GL_LIMITS(pointsizemin);
1507 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1508 /* gl already scales the input to glPointSize,
1509 * d3d scales the result after the point size scale.
1510 * If the point size is bigger than the max size, use the
1511 * scaling to scale it bigger, and set the gl point size to max
1513 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1514 TRACE("scale: %f\n", scaleFactor);
1515 pointSize.f = GL_LIMITS(pointsize);
1516 } else {
1517 scaleFactor = 1.0f;
1519 scaleFactor = pow(h * scaleFactor, 2);
1521 att[0] = A.f / scaleFactor;
1522 att[1] = B.f / scaleFactor;
1523 att[2] = C.f / scaleFactor;
1526 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1527 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1528 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1530 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1531 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1532 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1533 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1534 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1537 glPointSize(pointSize.f);
1538 checkGLcall("glPointSize(...);");
1541 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1542 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1544 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1545 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1546 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1547 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1548 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1549 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1550 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1551 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1552 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1553 checkGLcall("glColorMask(...)");
1555 /* depends on WINED3DRS_COLORWRITEENABLE. */
1556 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1557 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1558 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1559 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1560 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1561 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1562 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1566 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1567 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1568 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1569 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1570 } else {
1571 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1572 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1576 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1577 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1578 TRACE("Last Pixel Drawing Enabled\n");
1579 } else {
1580 static BOOL first = TRUE;
1581 if(first) {
1582 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1583 first = FALSE;
1584 } else {
1585 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1590 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1591 /* TODO: NV_POINT_SPRITE */
1592 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1593 TRACE("Point sprites not supported\n");
1597 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1598 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1599 glEnable(GL_POINT_SPRITE_ARB);
1600 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1601 } else {
1602 glDisable(GL_POINT_SPRITE_ARB);
1603 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1607 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1609 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1610 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1611 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1612 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1614 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1616 TRACE("Stub\n");
1617 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1618 stateblock->renderState[WINED3DRS_WRAP1] ||
1619 stateblock->renderState[WINED3DRS_WRAP2] ||
1620 stateblock->renderState[WINED3DRS_WRAP3] ||
1621 stateblock->renderState[WINED3DRS_WRAP4] ||
1622 stateblock->renderState[WINED3DRS_WRAP5] ||
1623 stateblock->renderState[WINED3DRS_WRAP6] ||
1624 stateblock->renderState[WINED3DRS_WRAP7] ||
1625 stateblock->renderState[WINED3DRS_WRAP8] ||
1626 stateblock->renderState[WINED3DRS_WRAP9] ||
1627 stateblock->renderState[WINED3DRS_WRAP10] ||
1628 stateblock->renderState[WINED3DRS_WRAP11] ||
1629 stateblock->renderState[WINED3DRS_WRAP12] ||
1630 stateblock->renderState[WINED3DRS_WRAP13] ||
1631 stateblock->renderState[WINED3DRS_WRAP14] ||
1632 stateblock->renderState[WINED3DRS_WRAP15] ) {
1633 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1637 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1638 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1639 WARN("Multisample antialiasing not supported by gl\n");
1643 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1644 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1645 glEnable(GL_MULTISAMPLE_ARB);
1646 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1647 } else {
1648 glDisable(GL_MULTISAMPLE_ARB);
1649 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1653 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1654 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1655 glEnable(GL_SCISSOR_TEST);
1656 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1657 } else {
1658 glDisable(GL_SCISSOR_TEST);
1659 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1663 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1664 union {
1665 DWORD d;
1666 float f;
1667 } tmpvalue;
1669 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1670 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1671 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1672 glEnable(GL_POLYGON_OFFSET_FILL);
1673 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1674 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1675 checkGLcall("glPolygonOffset(...)");
1676 } else {
1677 glDisable(GL_POLYGON_OFFSET_FILL);
1678 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1682 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1683 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1684 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1685 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1686 } else {
1687 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1688 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1692 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1693 TRACE("Stub\n");
1694 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1695 FIXME(" Stippled Alpha not supported yet.\n");
1698 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1699 TRACE("Stub\n");
1700 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1701 FIXME(" Antialias not supported yet.\n");
1704 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1705 TRACE("Stub\n");
1706 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1707 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1710 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1711 TRACE("Stub\n");
1712 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1713 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1716 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1717 union {
1718 DWORD d;
1719 float f;
1720 } tmpvalue;
1721 tmpvalue.f = 1.0f;
1723 TRACE("Stub\n");
1724 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1726 static BOOL displayed = FALSE;
1728 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1729 if(!displayed)
1730 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1732 displayed = TRUE;
1736 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1737 TRACE("Stub\n");
1738 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1739 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1742 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1743 TRACE("Stub\n");
1744 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1745 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1748 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1749 TRACE("Stub\n");
1750 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1751 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1754 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1755 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1756 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1760 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1761 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1762 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1766 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1767 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1768 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1772 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1773 if(stateblock->renderState[WINED3DRS_ROP2]) {
1774 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1778 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1779 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1780 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1784 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1785 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1786 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1790 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1791 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1792 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1796 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1797 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1798 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1802 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1803 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1804 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1808 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1809 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1810 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1814 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1815 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1816 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1820 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1821 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1822 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1826 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1827 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1828 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1832 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1833 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1834 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1838 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1839 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1840 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1844 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1845 #if defined (GL_VERSION_1_3)
1846 # define useext(A) A
1847 #elif defined (GL_EXT_texture_env_combine)
1848 # define useext(A) A##_EXT
1849 #elif defined (GL_ARB_texture_env_combine)
1850 # define useext(A) A##_ARB
1851 #endif
1853 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1854 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1855 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1856 * flag specifies the complement of the input should be used. */
1857 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1858 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1860 /* Calculate the operand */
1861 if (complement) {
1862 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1863 else *operand = GL_ONE_MINUS_SRC_COLOR;
1864 } else {
1865 if (from_alpha) *operand = GL_SRC_ALPHA;
1866 else *operand = GL_SRC_COLOR;
1869 /* Calculate the source */
1870 switch (arg & WINED3DTA_SELECTMASK) {
1871 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1872 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1873 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1874 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1875 case WINED3DTA_SPECULAR:
1877 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1878 * 'Secondary color' and isn't supported until base GL supports it
1879 * There is no concept of temp registers as far as I can tell
1881 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1882 *source = GL_TEXTURE;
1883 break;
1884 default:
1885 FIXME("Unrecognized texture arg %#x\n", arg);
1886 *source = GL_TEXTURE;
1887 break;
1891 /* Setup the texture operations texture stage states */
1892 static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1894 GLenum src1, src2, src3;
1895 GLenum opr1, opr2, opr3;
1896 GLenum comb_target;
1897 GLenum src0_target, src1_target, src2_target;
1898 GLenum opr0_target, opr1_target, opr2_target;
1899 GLenum scal_target;
1900 GLenum opr=0, invopr, src3_target, opr3_target;
1901 BOOL Handled = FALSE;
1902 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1903 IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
1905 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1907 /* This is called by a state handler which has the gl lock held and a context for the thread */
1909 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1910 the form (a1 <operation> a2). However, some of the more complex operations
1911 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1912 in a third parameter called a0. Therefore these are operations of the form
1913 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1915 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1916 functions below, expect their syntax to differ slightly to those listed in the
1917 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1918 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1920 if (isAlpha) {
1921 comb_target = useext(GL_COMBINE_ALPHA);
1922 src0_target = useext(GL_SOURCE0_ALPHA);
1923 src1_target = useext(GL_SOURCE1_ALPHA);
1924 src2_target = useext(GL_SOURCE2_ALPHA);
1925 opr0_target = useext(GL_OPERAND0_ALPHA);
1926 opr1_target = useext(GL_OPERAND1_ALPHA);
1927 opr2_target = useext(GL_OPERAND2_ALPHA);
1928 scal_target = GL_ALPHA_SCALE;
1930 else {
1931 comb_target = useext(GL_COMBINE_RGB);
1932 src0_target = useext(GL_SOURCE0_RGB);
1933 src1_target = useext(GL_SOURCE1_RGB);
1934 src2_target = useext(GL_SOURCE2_RGB);
1935 opr0_target = useext(GL_OPERAND0_RGB);
1936 opr1_target = useext(GL_OPERAND1_RGB);
1937 opr2_target = useext(GL_OPERAND2_RGB);
1938 scal_target = useext(GL_RGB_SCALE);
1941 /* If a texture stage references an invalid texture unit the stage just
1942 * passes through the result from the previous stage */
1943 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1944 arg1 = WINED3DTA_CURRENT;
1945 op = WINED3DTOP_SELECTARG1;
1948 /* From MSDN (WINED3DTSS_ALPHAARG1) :
1949 The default argument is WINED3DTA_TEXTURE. If no texture is set for this stage,
1950 then the default argument is WINED3DTA_DIFFUSE.
1951 FIXME? If texture added/removed, may need to reset back as well? */
1952 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1953 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1954 } else {
1955 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1957 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1958 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1960 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1962 Handled = TRUE; /* Assume will be handled */
1964 /* Other texture operations require special extensions: */
1965 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1966 if (isAlpha) {
1967 opr = GL_SRC_ALPHA;
1968 invopr = GL_ONE_MINUS_SRC_ALPHA;
1969 src3_target = GL_SOURCE3_ALPHA_NV;
1970 opr3_target = GL_OPERAND3_ALPHA_NV;
1971 } else {
1972 opr = GL_SRC_COLOR;
1973 invopr = GL_ONE_MINUS_SRC_COLOR;
1974 src3_target = GL_SOURCE3_RGB_NV;
1975 opr3_target = GL_OPERAND3_RGB_NV;
1977 switch (op) {
1978 case WINED3DTOP_DISABLE: /* Only for alpha */
1979 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1980 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
1981 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
1982 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1983 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
1984 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1985 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1986 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1987 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1988 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1989 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1990 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1991 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1992 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1993 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1994 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1995 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1996 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1997 break;
1998 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
1999 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2000 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2001 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2002 if (op == WINED3DTOP_SELECTARG1) {
2003 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2004 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2005 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2006 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2007 } else {
2008 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2009 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2010 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2011 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2013 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2014 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2015 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2016 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2017 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2018 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2019 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2020 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2021 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2022 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2023 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2024 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2025 break;
2027 case WINED3DTOP_MODULATE:
2028 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2029 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2030 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2031 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2032 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2033 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2034 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2035 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2036 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2037 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2038 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2039 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2040 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2041 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2042 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2043 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2044 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2045 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2046 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2047 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2048 break;
2049 case WINED3DTOP_MODULATE2X:
2050 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2051 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2052 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2053 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2054 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2055 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2056 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2057 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2058 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2059 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2060 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2061 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2062 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2063 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2064 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2065 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2066 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2067 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2068 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2069 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2070 break;
2071 case WINED3DTOP_MODULATE4X:
2072 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2073 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2074 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2075 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2076 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2077 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2078 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2079 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2080 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2081 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2082 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2083 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2084 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2085 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2086 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2087 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2088 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2089 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2090 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2091 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2092 break;
2094 case WINED3DTOP_ADD:
2095 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2096 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2097 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2098 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2099 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2100 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2101 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2102 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2103 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2104 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2105 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2106 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2107 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2108 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2109 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2110 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2111 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2112 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2113 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2114 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2115 break;
2117 case WINED3DTOP_ADDSIGNED:
2118 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2119 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2120 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2121 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2122 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2123 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2124 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2125 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2126 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2127 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2128 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2129 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2130 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2131 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2132 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2133 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2134 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2135 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2136 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2137 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2138 break;
2140 case WINED3DTOP_ADDSIGNED2X:
2141 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2142 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2143 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2144 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2145 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2146 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2147 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2148 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2149 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2150 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2151 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2152 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2153 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2154 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2155 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2156 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2157 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2158 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2159 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2160 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2161 break;
2163 case WINED3DTOP_ADDSMOOTH:
2164 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2165 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2166 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2167 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2168 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2169 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2170 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2171 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2172 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2173 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2174 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2175 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2176 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2177 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2178 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2179 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2180 switch (opr1) {
2181 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2182 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2183 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2184 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2186 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2187 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2188 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2189 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2190 break;
2192 case WINED3DTOP_BLENDDIFFUSEALPHA:
2193 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2194 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2195 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2196 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2197 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2198 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2199 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2200 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2201 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2202 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2203 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2204 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2205 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2206 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2207 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2208 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2209 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2210 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2211 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2212 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2213 break;
2214 case WINED3DTOP_BLENDTEXTUREALPHA:
2215 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2216 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2217 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2218 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2219 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2220 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2221 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2222 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2223 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2224 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2225 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2226 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2227 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2228 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2229 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2230 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2231 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2232 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2233 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2234 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2235 break;
2236 case WINED3DTOP_BLENDFACTORALPHA:
2237 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2238 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2239 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2240 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2241 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2242 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2243 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2244 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2245 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2246 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2247 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2248 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2249 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2250 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2251 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2252 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2253 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2254 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2255 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2256 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2257 break;
2258 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2259 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2260 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2261 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2262 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2263 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2264 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2265 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2266 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2267 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2268 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2269 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2270 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2271 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2272 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2273 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2274 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2275 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2276 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2277 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2278 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2279 break;
2280 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2281 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2282 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2283 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2284 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2285 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2286 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2287 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2288 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2289 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2290 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2291 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2292 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2293 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2294 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2295 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2296 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2297 switch (opr) {
2298 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2299 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2301 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2302 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2303 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2304 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2305 break;
2306 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2307 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2308 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2309 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2310 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2311 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2312 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2313 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2314 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2315 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2316 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2317 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2318 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2319 switch (opr1) {
2320 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2321 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2323 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2324 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2325 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2326 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2327 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2328 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2329 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2330 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2331 break;
2332 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2333 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2334 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2335 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2336 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2337 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2338 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2339 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2340 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2341 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2342 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2343 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2344 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2345 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2346 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2347 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2348 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2349 switch (opr1) {
2350 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2351 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2352 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2353 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2355 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2356 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2357 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2358 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2359 break;
2360 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2361 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2362 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2363 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2364 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2365 switch (opr1) {
2366 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2367 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2368 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2369 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2371 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2372 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2373 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2374 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2375 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2376 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2377 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2378 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2379 switch (opr1) {
2380 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2381 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2383 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2384 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2385 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2386 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2387 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2388 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2389 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2390 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2391 break;
2392 case WINED3DTOP_MULTIPLYADD:
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, src3);
2396 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2397 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2398 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2399 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2400 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2401 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2402 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2403 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2404 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2405 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2406 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2407 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2408 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2409 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2410 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2411 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2412 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2413 break;
2415 case WINED3DTOP_BUMPENVMAP:
2419 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2420 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2422 default:
2423 Handled = FALSE;
2425 if (Handled) {
2426 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2427 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2429 return;
2431 } /* GL_NV_texture_env_combine4 */
2433 Handled = TRUE; /* Again, assume handled */
2434 switch (op) {
2435 case WINED3DTOP_DISABLE: /* Only for alpha */
2436 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2437 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2438 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2439 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2440 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2441 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2442 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2443 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2444 break;
2445 case WINED3DTOP_SELECTARG1:
2446 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2447 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2448 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2449 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2450 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2451 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2452 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2453 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2454 break;
2455 case WINED3DTOP_SELECTARG2:
2456 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2457 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2458 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2459 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2460 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2461 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2462 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2463 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2464 break;
2465 case WINED3DTOP_MODULATE:
2466 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2467 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2468 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2469 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2470 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2471 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2472 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2473 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2474 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2475 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2476 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2477 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2478 break;
2479 case WINED3DTOP_MODULATE2X:
2480 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2481 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2482 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2483 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2484 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2485 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2486 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2487 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2488 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2489 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2490 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2491 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2492 break;
2493 case WINED3DTOP_MODULATE4X:
2494 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2495 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2496 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2497 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2498 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2499 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2500 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2501 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2502 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2503 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2504 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2505 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2506 break;
2507 case WINED3DTOP_ADD:
2508 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2509 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2510 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2511 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2512 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2513 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2514 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2515 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2516 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2517 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2518 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2519 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2520 break;
2521 case WINED3DTOP_ADDSIGNED:
2522 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2523 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2524 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2525 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2526 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2527 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2528 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2529 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2530 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2531 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2532 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2533 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2534 break;
2535 case WINED3DTOP_ADDSIGNED2X:
2536 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2537 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2538 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2539 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2540 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2541 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2542 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2543 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2544 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2545 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2546 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2547 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2548 break;
2549 case WINED3DTOP_SUBTRACT:
2550 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
2551 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2552 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2553 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2554 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2555 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2556 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2557 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2558 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2559 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2560 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2561 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2562 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2563 } else {
2564 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2566 break;
2568 case WINED3DTOP_BLENDDIFFUSEALPHA:
2569 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2570 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2571 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2572 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2573 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2574 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2575 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2576 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2577 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2578 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2579 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2580 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2581 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2582 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2583 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2584 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2585 break;
2586 case WINED3DTOP_BLENDTEXTUREALPHA:
2587 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2588 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2589 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2590 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2591 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2592 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2593 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2594 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2595 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2596 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2597 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2598 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2599 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2600 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2601 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2602 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2603 break;
2604 case WINED3DTOP_BLENDFACTORALPHA:
2605 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2606 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2607 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2608 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2609 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2610 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2611 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2612 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2613 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2614 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2615 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2616 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2617 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2618 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2619 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2620 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2621 break;
2622 case WINED3DTOP_BLENDCURRENTALPHA:
2623 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2624 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2625 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2626 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2627 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2628 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2629 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2630 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2631 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2632 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2633 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2634 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2635 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2636 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2637 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2638 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2639 break;
2640 case WINED3DTOP_DOTPRODUCT3:
2641 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
2642 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2643 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2644 } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
2645 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2646 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2647 } else {
2648 FIXME("This version of opengl does not support GL_DOT3\n");
2650 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2651 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2652 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2653 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2654 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2655 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2656 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2657 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2658 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2659 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2660 break;
2661 case WINED3DTOP_LERP:
2662 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2663 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2664 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2665 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2666 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2667 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2668 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2669 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2670 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2671 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2672 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2673 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2674 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2675 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2676 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2677 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2678 break;
2679 case WINED3DTOP_ADDSMOOTH:
2680 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2681 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2682 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2683 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2684 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2685 switch (opr1) {
2686 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2687 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2688 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2689 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2691 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2692 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2693 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2694 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2695 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2696 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2697 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2698 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2699 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2700 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2701 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2702 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2703 } else
2704 Handled = FALSE;
2705 break;
2706 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2707 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2708 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2709 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2710 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2711 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2712 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2713 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2714 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2715 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2716 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2717 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2718 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2719 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2720 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2721 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2722 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2723 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2724 } else
2725 Handled = FALSE;
2726 break;
2727 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2728 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2729 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2730 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2731 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2732 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2733 switch (opr1) {
2734 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2735 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2736 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2737 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2739 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2740 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2741 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2742 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2743 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2744 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2745 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2746 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2747 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2748 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2749 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2750 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2751 } else
2752 Handled = FALSE;
2753 break;
2754 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2755 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2756 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2757 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2758 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2759 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2760 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2761 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2762 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2763 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2764 switch (opr1) {
2765 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2766 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2767 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2768 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2770 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2771 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2772 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2773 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2774 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2775 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2776 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2777 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2778 } else
2779 Handled = FALSE;
2780 break;
2781 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2782 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2783 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2784 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2785 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2786 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2787 switch (opr1) {
2788 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2789 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2790 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2791 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2793 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2794 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2795 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2796 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2797 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2798 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2799 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2800 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2801 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2802 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2803 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2804 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2805 } else
2806 Handled = FALSE;
2807 break;
2808 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2809 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2810 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2811 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2812 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2813 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2814 switch (opr1) {
2815 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2816 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2817 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2818 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2820 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2821 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2822 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2823 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2824 switch (opr1) {
2825 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2826 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2827 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2828 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2830 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2831 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2832 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2833 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2834 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2835 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2836 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2837 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2838 } else
2839 Handled = FALSE;
2840 break;
2841 case WINED3DTOP_MULTIPLYADD:
2842 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2843 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2844 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2845 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2846 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2847 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2848 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2849 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2850 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2851 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2852 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2853 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2854 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2855 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2856 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2857 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2858 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2859 } else
2860 Handled = FALSE;
2861 break;
2862 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2863 case WINED3DTOP_BUMPENVMAP:
2864 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2865 /* Technically texture shader support without register combiners is possible, but not expected to occur
2866 * on real world cards, so for now a fixme should be enough
2868 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2870 default:
2871 Handled = FALSE;
2874 if (Handled) {
2875 BOOL combineOK = TRUE;
2876 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2877 DWORD op2;
2879 if (isAlpha) {
2880 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2881 } else {
2882 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2885 /* Note: If COMBINE4 in effect can't go back to combine! */
2886 switch (op2) {
2887 case WINED3DTOP_ADDSMOOTH:
2888 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2889 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2890 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2891 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2892 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2893 case WINED3DTOP_MULTIPLYADD:
2894 /* Ignore those implemented in both cases */
2895 switch (op) {
2896 case WINED3DTOP_SELECTARG1:
2897 case WINED3DTOP_SELECTARG2:
2898 combineOK = FALSE;
2899 Handled = FALSE;
2900 break;
2901 default:
2902 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2903 return;
2908 if (combineOK) {
2909 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2910 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2912 return;
2916 /* After all the extensions, if still unhandled, report fixme */
2917 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2921 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2922 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2923 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2924 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2926 TRACE("Setting color op for stage %d\n", stage);
2928 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
2929 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2930 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2931 return;
2934 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2936 if (mapped_stage != -1) {
2937 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2938 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2939 FIXME("Attempt to enable unsupported stage!\n");
2940 return;
2942 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2943 checkGLcall("glActiveTextureARB");
2944 } else if (stage > 0) {
2945 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2946 return;
2950 if(stage >= stateblock->lowest_disabled_stage) {
2951 TRACE("Stage disabled\n");
2952 if (mapped_stage != -1) {
2953 /* Disable everything here */
2954 glDisable(GL_TEXTURE_2D);
2955 checkGLcall("glDisable(GL_TEXTURE_2D)");
2956 glDisable(GL_TEXTURE_3D);
2957 checkGLcall("glDisable(GL_TEXTURE_3D)");
2958 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2959 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2960 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2962 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2963 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2964 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2967 /* All done */
2968 return;
2971 /* The sampler will also activate the correct texture dimensions, so no need to do it here
2972 * if the sampler for this stage is dirty
2974 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
2975 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
2978 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2979 stateblock->textureState[stage][WINED3DTSS_COLOROP],
2980 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2981 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2982 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2985 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2986 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2987 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2988 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2989 DWORD op, arg1, arg2, arg0;
2991 TRACE("Setting alpha op for stage %d\n", stage);
2992 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2993 if (mapped_stage != -1) {
2994 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2995 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2996 FIXME("Attempt to enable unsupported stage!\n");
2997 return;
2999 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3000 checkGLcall("glActiveTextureARB");
3001 } else if (stage > 0) {
3002 /* We can't do anything here */
3003 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3004 return;
3008 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3009 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3010 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3011 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3013 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
3014 stateblock->textures[0] &&
3015 (stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
3016 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3018 if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
3019 getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
3021 /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
3022 * On the other hand applications can still use texture combiners apparently. This code takes care that apps
3023 * cannot remove the texture's alpha channel entirely.
3025 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
3026 * on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
3027 * draw things like translucent text and perform other blending effects.
3029 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
3030 * behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
3031 * OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
3032 * (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
3033 * wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
3034 * (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
3035 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
3036 * otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3038 * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
3040 if(op == WINED3DTOP_DISABLE) {
3041 arg1 = WINED3DTA_TEXTURE;
3042 op = WINED3DTOP_SELECTARG1;
3044 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
3045 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
3046 arg2 = WINED3DTA_TEXTURE;
3047 op = WINED3DTOP_MODULATE;
3049 else arg1 = WINED3DTA_TEXTURE;
3051 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
3052 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
3053 arg1 = WINED3DTA_TEXTURE;
3054 op = WINED3DTOP_MODULATE;
3056 else arg2 = WINED3DTA_TEXTURE;
3061 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3062 * this if block here, and the other code(color keying, texture unit selection) are the same
3064 TRACE("Setting alpha op for stage %d\n", stage);
3065 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3066 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3067 op, arg1, arg2, arg0,
3068 mapped_stage,
3069 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3070 } else {
3071 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3072 op, arg1, arg2, arg0);
3076 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3077 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3078 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3079 BOOL generated;
3080 int coordIdx;
3082 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3083 if(use_vs(stateblock->wineD3DDevice) ||
3084 isStateDirty(context, STATE_VDECL)) {
3085 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3086 return;
3089 if (mapped_stage == -1) return;
3091 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3092 if(mapped_stage >= GL_LIMITS(textures)) {
3093 return;
3095 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3096 checkGLcall("glActiveTextureARB");
3097 } else if (mapped_stage > 0) {
3098 /* We can't do anything here */
3099 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3100 return;
3102 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3103 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3105 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3106 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3107 generated,
3108 context->last_was_rhw,
3109 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwStride ?
3110 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwType:
3111 WINED3DDECLTYPE_UNUSED,
3112 stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3114 /* The sampler applying function calls us if this changes */
3115 if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
3116 if(generated) {
3117 FIXME("Non-power2 texture being used with generated texture coords\n");
3119 TRACE("Non power two matrix multiply fixup\n");
3120 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3124 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
3125 int texture_idx;
3127 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3128 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3129 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3133 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
3134 UINT *offset = stateblock->streamOffset;
3135 unsigned int mapped_stage = 0;
3136 unsigned int textureNo = 0;
3138 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
3139 /* Abort if we don't support the extension. */
3140 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
3141 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3142 return;
3145 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3146 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3148 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3149 if (mapped_stage == -1) continue;
3151 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
3152 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3153 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
3155 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
3156 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
3157 checkGLcall("glBindBufferARB");
3158 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
3161 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3162 checkGLcall("glClientActiveTextureARB");
3164 /* The coords to supply depend completely on the fvf / vertex shader */
3165 glTexCoordPointer(
3166 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
3167 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
3168 sd->u.s.texCoords[coordIdx].dwStride,
3169 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
3170 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3171 } else {
3172 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3175 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3176 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3177 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3178 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3182 checkGLcall("loadTexCoords");
3185 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3186 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3187 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3189 if (mapped_stage == -1) {
3190 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3191 return;
3194 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3195 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3196 return;
3198 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3199 checkGLcall("glActiveTextureARB");
3200 } else if (stage > 0) {
3201 /* We can't do anything here */
3202 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3203 return;
3206 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3208 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
3209 * one flag, you can still specify an index value, which the system uses to
3210 * determine the texture wrapping mode.
3211 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3212 * means use the vertex position (camera-space) as the input texture coordinates
3213 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3214 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3215 * to the TEXCOORDINDEX value
3219 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
3221 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
3222 case WINED3DTSS_TCI_PASSTHRU:
3223 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
3224 glDisable(GL_TEXTURE_GEN_S);
3225 glDisable(GL_TEXTURE_GEN_T);
3226 glDisable(GL_TEXTURE_GEN_R);
3227 glDisable(GL_TEXTURE_GEN_Q);
3228 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
3229 break;
3231 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3232 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3233 * as the input texture coordinates for this stage's texture transformation. This
3234 * equates roughly to EYE_LINEAR
3237 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3238 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3239 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3240 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3241 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
3243 glMatrixMode(GL_MODELVIEW);
3244 glPushMatrix();
3245 glLoadIdentity();
3246 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3247 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3248 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3249 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3250 glPopMatrix();
3252 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
3253 glEnable(GL_TEXTURE_GEN_S);
3254 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3255 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3256 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3257 glEnable(GL_TEXTURE_GEN_T);
3258 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3259 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3260 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3261 glEnable(GL_TEXTURE_GEN_R);
3262 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3263 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3264 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3266 break;
3268 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3270 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3271 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3272 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3273 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3274 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3275 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
3277 glMatrixMode(GL_MODELVIEW);
3278 glPushMatrix();
3279 glLoadIdentity();
3280 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3281 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3282 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3283 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3284 glPopMatrix();
3286 glEnable(GL_TEXTURE_GEN_S);
3287 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3288 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3289 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3290 glEnable(GL_TEXTURE_GEN_T);
3291 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3292 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3293 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3294 glEnable(GL_TEXTURE_GEN_R);
3295 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3296 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3297 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3300 break;
3302 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3304 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3305 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3306 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3307 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3308 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3309 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
3311 glMatrixMode(GL_MODELVIEW);
3312 glPushMatrix();
3313 glLoadIdentity();
3314 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3315 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3316 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3317 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3318 glPopMatrix();
3320 glEnable(GL_TEXTURE_GEN_S);
3321 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3322 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3323 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3324 glEnable(GL_TEXTURE_GEN_T);
3325 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3326 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3327 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3328 glEnable(GL_TEXTURE_GEN_R);
3329 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3330 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3331 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3334 break;
3336 /* Unhandled types: */
3337 default:
3338 /* Todo: */
3339 /* ? disable GL_TEXTURE_GEN_n ? */
3340 glDisable(GL_TEXTURE_GEN_S);
3341 glDisable(GL_TEXTURE_GEN_T);
3342 glDisable(GL_TEXTURE_GEN_R);
3343 glDisable(GL_TEXTURE_GEN_Q);
3344 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3345 break;
3348 /* Update the texture matrix */
3349 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3350 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3353 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3354 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3355 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3356 * and do all the things linked to it
3357 * TODO: Tidy that up to reload only the arrays of the changed unit
3359 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3361 unloadTexCoords(stateblock);
3362 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3366 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3367 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3369 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3370 * has an update pending
3372 if(isStateDirty(context, STATE_VDECL) ||
3373 isStateDirty(context, STATE_PIXELSHADER)) {
3374 return;
3377 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
3380 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3381 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3383 if(stateblock->pixelShader && stage != 0 &&
3384 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3385 /* The pixel shader has to know the luminance scale. Do a constants update if it
3386 * isn't scheduled anyway
3388 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3389 !isStateDirty(context, STATE_PIXELSHADER)) {
3390 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3395 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3396 BOOL texIsPow2 = FALSE;
3397 DWORD sampler = state - STATE_SAMPLER(0);
3398 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3400 if(!texture) return;
3401 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3402 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
3403 * scaling is reapplied or removed, the texture matrix has to be reapplied
3405 * The mapped stage is already active because the sampler() function below, which is part of the
3406 * misc pipeline
3408 if(sampler < MAX_TEXTURES) {
3409 if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
3410 stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
3411 if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
3412 ((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
3413 texIsPow2 = TRUE;
3415 } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
3416 if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
3417 texIsPow2 = TRUE;
3421 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
3422 context->lastWasPow2Texture[sampler] = texIsPow2;
3423 transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3428 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3429 DWORD sampler = state - STATE_SAMPLER(0);
3430 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3431 union {
3432 float f;
3433 DWORD d;
3434 } tmpvalue;
3436 TRACE("Sampler: %d\n", sampler);
3437 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3438 * only has to bind textures and set the per texture states
3441 if (mapped_stage == -1) {
3442 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3443 return;
3446 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3447 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3448 return;
3450 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3451 checkGLcall("glActiveTextureARB");
3452 } else if (sampler > 0) {
3453 /* We can't do anything here */
3454 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3455 return;
3458 if(stateblock->textures[sampler]) {
3459 IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
3460 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler]);
3461 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3463 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3464 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3465 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3466 GL_TEXTURE_LOD_BIAS_EXT,
3467 tmpvalue.f);
3468 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3471 if(!use_ps(stateblock->wineD3DDevice) && sampler < stateblock->lowest_disabled_stage) {
3472 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3473 /* If color keying is enabled update the alpha test, it depends on the existence
3474 * of a color key in stage 0
3476 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3479 } else if(mapped_stage < GL_LIMITS(textures)) {
3480 if(sampler < stateblock->lowest_disabled_stage) {
3481 /* TODO: What should I do with pixel shaders here ??? */
3482 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3483 /* If color keying is enabled update the alpha test, it depends on the existence
3484 * of a color key in stage 0
3486 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3488 } /* Otherwise tex_colorop disables the stage */
3489 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3490 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3494 void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3495 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3497 if (use_ps(device)) {
3498 if(!context->last_was_pshader) {
3499 state_fog(state, stateblock, context);
3501 context->last_was_pshader = TRUE;
3502 } else {
3503 if(context->last_was_pshader) {
3504 state_fog(state, stateblock, context);
3506 context->last_was_pshader = FALSE;
3510 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3511 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3512 BOOL use_pshader = use_ps(device);
3513 BOOL use_vshader = use_vs(device);
3514 int i;
3516 if (use_pshader) {
3517 if(!context->last_was_pshader) {
3518 /* Former draw without a pixel shader, some samplers
3519 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3520 * make sure to enable them
3522 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3523 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3524 sampler(STATE_SAMPLER(i), stateblock, context);
3527 } else {
3528 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3529 * if a different texture was bound. I don't have to do anything.
3533 /* Compile and bind the shader */
3534 IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
3535 } else {
3536 /* Disabled the pixel shader - color ops weren't applied
3537 * while it was enabled, so re-apply them.
3539 for(i=0; i < MAX_TEXTURES; i++) {
3540 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3541 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3542 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3547 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3548 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3550 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3551 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3556 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3557 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3558 if(stateblock->pixelShader && stage != 0 &&
3559 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3560 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3561 * anyway
3563 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3564 !isStateDirty(context, STATE_PIXELSHADER)) {
3565 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3570 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3571 /* This function is called by transform_view below if the view matrix was changed too
3573 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3574 * does not always update the world matrix, only on a switch between transformed
3575 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3576 * draw, but that should be rather rare and cheaper in total.
3578 glMatrixMode(GL_MODELVIEW);
3579 checkGLcall("glMatrixMode");
3581 if(context->last_was_rhw) {
3582 glLoadIdentity();
3583 checkGLcall("glLoadIdentity()");
3584 } else {
3585 /* In the general case, the view matrix is the identity matrix */
3586 if (stateblock->wineD3DDevice->view_ident) {
3587 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3588 checkGLcall("glLoadMatrixf");
3589 } else {
3590 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3591 checkGLcall("glLoadMatrixf");
3592 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3593 checkGLcall("glMultMatrixf");
3598 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3599 UINT index = state - STATE_CLIPPLANE(0);
3601 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3602 return;
3605 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3606 glMatrixMode(GL_MODELVIEW);
3607 glPushMatrix();
3608 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3610 TRACE("Clipplane [%f,%f,%f,%f]\n",
3611 stateblock->clipplane[index][0],
3612 stateblock->clipplane[index][1],
3613 stateblock->clipplane[index][2],
3614 stateblock->clipplane[index][3]);
3615 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3616 checkGLcall("glClipPlane");
3618 glPopMatrix();
3621 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3622 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3623 GLenum glMat;
3624 TRACE("Setting world matrix %d\n", matrix);
3626 if(matrix >= GL_LIMITS(blends)) {
3627 WARN("Unsupported blend matrix set\n");
3628 return;
3629 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3630 return;
3633 /* GL_MODELVIEW0_ARB: 0x1700
3634 * GL_MODELVIEW1_ARB: 0x850a
3635 * GL_MODELVIEW2_ARB: 0x8722
3636 * GL_MODELVIEW3_ARB: 0x8723
3637 * etc
3638 * GL_MODELVIEW31_ARB: 0x873F
3640 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3641 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3643 glMatrixMode(glMat);
3644 checkGLcall("glMatrixMode(glMat)");
3646 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3647 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3649 if(stateblock->wineD3DDevice->view_ident) {
3650 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3651 checkGLcall("glLoadMatrixf")
3652 } else {
3653 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3654 checkGLcall("glLoadMatrixf")
3655 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3656 checkGLcall("glMultMatrixf")
3660 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3661 static BOOL once = FALSE;
3663 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3664 case WINED3DVBF_1WEIGHTS:
3665 case WINED3DVBF_2WEIGHTS:
3666 case WINED3DVBF_3WEIGHTS:
3667 if(!once) {
3668 once = TRUE;
3669 /* TODO: Implement vertex blending in drawStridedSlow */
3670 FIXME("Vertex blending enabled, but not supported by hardware\n");
3672 break;
3674 case WINED3DVBF_TWEENING:
3675 WARN("Tweening not supported yet\n");
3679 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3680 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3682 switch(val) {
3683 case WINED3DVBF_1WEIGHTS:
3684 case WINED3DVBF_2WEIGHTS:
3685 case WINED3DVBF_3WEIGHTS:
3686 glEnable(GL_VERTEX_BLEND_ARB);
3687 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3689 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3690 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3692 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3694 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3695 int i;
3696 for(i = 1; i < GL_LIMITS(blends); i++) {
3697 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3698 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3701 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3703 break;
3705 case WINED3DVBF_DISABLE:
3706 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3707 glDisable(GL_VERTEX_BLEND_ARB);
3708 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3709 break;
3711 case WINED3DVBF_TWEENING:
3712 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3713 * vertex weights in the vertices?
3714 * For now we don't report that as supported, so a warn should suffice
3716 WARN("Tweening not supported yet\n");
3717 break;
3721 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3722 unsigned int k;
3724 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3725 * NOTE: We have to reset the positions even if the light/plane is not currently
3726 * enabled, since the call to enable it will not reset the position.
3727 * NOTE2: Apparently texture transforms do NOT need reapplying
3730 PLIGHTINFOEL *light = NULL;
3732 glMatrixMode(GL_MODELVIEW);
3733 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3734 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3735 checkGLcall("glLoadMatrixf(...)");
3737 /* Reset lights. TODO: Call light apply func */
3738 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3739 light = stateblock->activeLights[k];
3740 if(!light) continue;
3741 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3742 checkGLcall("glLightfv posn");
3743 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3744 checkGLcall("glLightfv dirn");
3747 /* Reset Clipping Planes */
3748 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3749 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3750 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3754 if(context->last_was_rhw) {
3755 glLoadIdentity();
3756 checkGLcall("glLoadIdentity()");
3757 /* No need to update the world matrix, the identity is fine */
3758 return;
3761 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3762 * No need to do it here if the state is scheduled for update.
3764 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3765 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3768 /* Avoid looping over a number of matrices if the app never used the functionality */
3769 if(stateblock->wineD3DDevice->vertexBlendUsed) {
3770 for(k = 1; k < GL_LIMITS(blends); k++) {
3771 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3772 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3778 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3779 glMatrixMode(GL_PROJECTION);
3780 checkGLcall("glMatrixMode(GL_PROJECTION)");
3781 glLoadIdentity();
3782 checkGLcall("glLoadIdentity");
3784 if(context->last_was_rhw) {
3785 double X, Y, height, width, minZ, maxZ;
3787 X = stateblock->viewport.X;
3788 Y = stateblock->viewport.Y;
3789 height = stateblock->viewport.Height;
3790 width = stateblock->viewport.Width;
3791 minZ = stateblock->viewport.MinZ;
3792 maxZ = stateblock->viewport.MaxZ;
3794 if(!stateblock->wineD3DDevice->untransformed) {
3795 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3796 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3797 * suppress depth clipping. This can be done because it is an orthogonal projection and
3798 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3799 * Persia 3D need this.
3801 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3802 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3803 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3804 * to the viewer.
3806 * Also note that this breaks z comparison against z values filled in with clear,
3807 * but no app depending on that and disabled clipping has been found yet. Comparing
3808 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3809 * surface removal.
3811 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3812 * but this would break Z buffer operation. Raising the range to something less than
3813 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3814 * problem either.
3816 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3817 if(stateblock->wineD3DDevice->render_offscreen) {
3818 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3819 } else {
3820 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3822 } else {
3823 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3824 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3825 * unmodified to opengl.
3827 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3828 * replacement shader.
3830 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3831 if(stateblock->wineD3DDevice->render_offscreen) {
3832 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3833 } else {
3834 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3837 checkGLcall("glOrtho");
3839 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3840 glTranslatef(0.5, 0.5, 0);
3841 checkGLcall("glTranslatef(0.5, 0.5, 0)");
3842 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3843 * render everything upside down when rendering offscreen. */
3844 if (stateblock->wineD3DDevice->render_offscreen) {
3845 glScalef(1.0, -1.0, 1.0);
3846 checkGLcall("glScalef");
3848 } else {
3849 /* The rule is that the window coordinate 0 does not correspond to the
3850 beginning of the first pixel, but the center of the first pixel.
3851 As a consequence if you want to correctly draw one line exactly from
3852 the left to the right end of the viewport (with all matrices set to
3853 be identity), the x coords of both ends of the line would be not
3854 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3855 instead.
3857 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3858 divide by the Width/Height, so we need the half range(1.0) to translate by
3859 half a pixel.
3861 The other fun is that d3d's output z range after the transformation is [0;1],
3862 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3863 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3864 of Z buffer precision and the clear values do not match in the z test. Thus scale
3865 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3869 * Careful with the order of operations here, we're essentially working backwards:
3870 * x = x + 1/w;
3871 * y = (y - 1/h) * flip;
3872 * z = z * 2 - 1;
3874 * Becomes:
3875 * glTranslatef(0.0, 0.0, -1.0);
3876 * glScalef(1.0, 1.0, 2.0);
3878 * glScalef(1.0, flip, 1.0);
3879 * glTranslatef(1/w, -1/h, 0.0);
3881 * This is equivalent to:
3882 * glTranslatef(1/w, -flip/h, -1.0)
3883 * glScalef(1.0, flip, 2.0);
3886 if (stateblock->wineD3DDevice->render_offscreen) {
3887 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3888 * render everything upside down when rendering offscreen. */
3889 glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
3890 checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
3891 glScalef(1.0, -1.0, 2.0);
3892 } else {
3893 glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
3894 checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
3895 glScalef(1.0, 1.0, 2.0);
3897 checkGLcall("glScalef");
3899 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3900 checkGLcall("glLoadMatrixf");
3904 /* This should match any arrays loaded in loadVertexData.
3905 * stateblock impl is required for GL_SUPPORT
3906 * TODO: Only load / unload arrays if we have to.
3908 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
3909 glDisableClientState(GL_VERTEX_ARRAY);
3910 glDisableClientState(GL_NORMAL_ARRAY);
3911 glDisableClientState(GL_COLOR_ARRAY);
3912 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3913 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3915 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3916 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3918 unloadTexCoords(stateblock);
3921 /* This should match any arrays loaded in loadNumberedArrays
3922 * TODO: Only load / unload arrays if we have to.
3924 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
3925 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3926 GLint maxAttribs = 16;
3927 int i;
3929 /* Leave all the attribs disabled */
3930 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3931 /* MESA does not support it right not */
3932 if (glGetError() != GL_NO_ERROR)
3933 maxAttribs = 16;
3934 for (i = 0; i < maxAttribs; ++i) {
3935 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3936 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3937 /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
3938 * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
3939 * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
3940 * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
3941 * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
3943 GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
3944 checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
3948 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
3949 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3950 int i;
3951 UINT *offset = stateblock->streamOffset;
3952 IWineD3DVertexBufferImpl *vb;
3953 DWORD_PTR shift_index;
3955 /* Default to no instancing */
3956 stateblock->wineD3DDevice->instancedDraw = FALSE;
3958 for (i = 0; i < MAX_ATTRIBS; i++) {
3960 if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
3961 continue;
3963 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3964 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
3965 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3966 stateblock->wineD3DDevice->instancedDraw = TRUE;
3967 continue;
3970 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
3972 if(strided->u.input[i].dwStride) {
3973 if(curVBO != strided->u.input[i].VBO) {
3974 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
3975 checkGLcall("glBindBufferARB");
3976 curVBO = strided->u.input[i].VBO;
3978 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3979 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3980 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3981 * vbo we won't be load converted attributes anyway
3983 if(curVBO && vb->conv_shift) {
3984 TRACE("Loading attribute from shifted buffer\n");
3985 TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
3986 TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
3987 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
3988 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
3989 shift_index = shift_index % strided->u.input[i].dwStride;
3990 GL_EXTCALL(glVertexAttribPointerARB(i,
3991 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
3992 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
3993 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
3994 vb->conv_stride,
3996 strided->u.input[i].lpData + vb->conv_shift[shift_index] +
3997 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
3998 offset[strided->u.input[i].streamNo]));
4000 } else {
4001 GL_EXTCALL(glVertexAttribPointerARB(i,
4002 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
4003 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
4004 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
4005 strided->u.input[i].dwStride,
4007 strided->u.input[i].lpData +
4008 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
4009 offset[strided->u.input[i].streamNo]) );
4011 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4012 } else {
4013 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4014 * set up the attribute statically. But we have to figure out the system memory address.
4016 BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
4017 if(strided->u.input[i].VBO) {
4018 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
4019 ptr += (long) vb->resource.allocatedMemory;
4021 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4023 switch(strided->u.input[i].dwType) {
4024 case WINED3DDECLTYPE_FLOAT1:
4025 GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
4026 break;
4027 case WINED3DDECLTYPE_FLOAT2:
4028 GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
4029 break;
4030 case WINED3DDECLTYPE_FLOAT3:
4031 GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
4032 break;
4033 case WINED3DDECLTYPE_FLOAT4:
4034 GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
4035 break;
4037 case WINED3DDECLTYPE_UBYTE4:
4038 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4039 break;
4040 case WINED3DDECLTYPE_UBYTE4N:
4041 case WINED3DDECLTYPE_D3DCOLOR:
4042 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4043 break;
4045 case WINED3DDECLTYPE_SHORT2:
4046 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
4047 break;
4048 case WINED3DDECLTYPE_SHORT4:
4049 GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
4050 break;
4052 case WINED3DDECLTYPE_SHORT2N:
4054 GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
4055 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4056 break;
4058 case WINED3DDECLTYPE_USHORT2N:
4060 GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
4061 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4062 break;
4064 case WINED3DDECLTYPE_SHORT4N:
4065 GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
4066 break;
4067 case WINED3DDECLTYPE_USHORT4N:
4068 GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
4069 break;
4071 case WINED3DDECLTYPE_UDEC3:
4072 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4073 /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
4074 break;
4075 case WINED3DDECLTYPE_DEC3N:
4076 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4077 /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
4078 break;
4080 case WINED3DDECLTYPE_FLOAT16_2:
4081 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4082 * byte float according to the IEEE standard
4084 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4085 break;
4086 case WINED3DDECLTYPE_FLOAT16_4:
4087 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4088 break;
4090 case WINED3DDECLTYPE_UNUSED:
4091 default:
4092 ERR("Unexpected declaration in stride 0 attributes\n");
4093 break;
4098 checkGLcall("Loading numbered arrays");
4101 /* Used from 2 different functions, and too big to justify making it inlined */
4102 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
4103 UINT *offset = stateblock->streamOffset;
4104 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
4106 TRACE("Using fast vertex array code\n");
4108 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4109 stateblock->wineD3DDevice->instancedDraw = FALSE;
4111 /* Blend Data ---------------------------------------------- */
4112 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
4113 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
4115 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4116 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4117 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4119 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4120 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4122 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
4124 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4125 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
4126 sd->u.s.blendWeights.dwStride,
4127 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4129 if(curVBO != sd->u.s.blendWeights.VBO) {
4130 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
4131 checkGLcall("glBindBufferARB");
4132 curVBO = sd->u.s.blendWeights.VBO;
4135 GL_EXTCALL(glWeightPointerARB)(
4136 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4137 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
4138 sd->u.s.blendWeights.dwStride,
4139 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4141 checkGLcall("glWeightPointerARB");
4143 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
4144 static BOOL showfixme = TRUE;
4145 if(showfixme){
4146 FIXME("blendMatrixIndices support\n");
4147 showfixme = FALSE;
4150 } else {
4151 /* TODO: support blends in drawStridedSlow
4152 * No need to write a FIXME here, this is done after the general vertex decl decoding
4154 WARN("unsupported blending in openGl\n");
4156 } else {
4157 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4158 static const GLbyte one = 1;
4159 GL_EXTCALL(glWeightbvARB(1, &one));
4160 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4164 /* Point Size ----------------------------------------------*/
4165 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
4167 /* no such functionality in the fixed function GL pipeline */
4168 TRACE("Cannot change ptSize here in openGl\n");
4169 /* TODO: Implement this function in using shaders if they are available */
4173 /* Vertex Pointers -----------------------------------------*/
4174 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
4175 /* Note dwType == float3 or float4 == 2 or 3 */
4176 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
4177 sd->u.s.position.dwStride,
4178 sd->u.s.position.dwType + 1,
4179 sd->u.s.position.lpData));
4181 if(curVBO != sd->u.s.position.VBO) {
4182 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
4183 checkGLcall("glBindBufferARB");
4184 curVBO = sd->u.s.position.VBO;
4187 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
4188 handling for rhw mode should not impact screen position whereas in GL it does.
4189 This may result in very slightly distorted textures in rhw mode.
4190 There's always the other option of fixing the view matrix to
4191 prevent w from having any effect.
4193 This only applies to user pointer sources, in VBOs the vertices are fixed up
4195 if(sd->u.s.position.VBO == 0) {
4196 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
4197 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4198 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4199 } else {
4200 glVertexPointer(
4201 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
4202 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4203 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4205 checkGLcall("glVertexPointer(...)");
4206 glEnableClientState(GL_VERTEX_ARRAY);
4207 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4210 /* Normals -------------------------------------------------*/
4211 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
4212 /* Note dwType == float3 or float4 == 2 or 3 */
4213 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
4214 sd->u.s.normal.dwStride,
4215 sd->u.s.normal.lpData));
4216 if(curVBO != sd->u.s.normal.VBO) {
4217 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
4218 checkGLcall("glBindBufferARB");
4219 curVBO = sd->u.s.normal.VBO;
4221 glNormalPointer(
4222 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
4223 sd->u.s.normal.dwStride,
4224 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
4225 checkGLcall("glNormalPointer(...)");
4226 glEnableClientState(GL_NORMAL_ARRAY);
4227 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4229 } else {
4230 glNormal3f(0, 0, 0);
4231 checkGLcall("glNormal3f(0, 0, 0)");
4234 /* Diffuse Colour --------------------------------------------*/
4235 /* WARNING: Data here MUST be in RGBA format, so cannot */
4236 /* go directly into fast mode from app pgm, because */
4237 /* directx requires data in BGRA format. */
4238 /* currently fixupVertices swizzles the format, but this isn't*/
4239 /* very practical when using VBOs */
4240 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4241 /* , or the user doesn't care and wants the speed advantage */
4243 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
4244 /* Note dwType == float3 or float4 == 2 or 3 */
4245 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4246 sd->u.s.diffuse.dwStride,
4247 sd->u.s.diffuse.lpData));
4249 if(curVBO != sd->u.s.diffuse.VBO) {
4250 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
4251 checkGLcall("glBindBufferARB");
4252 curVBO = sd->u.s.diffuse.VBO;
4255 glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
4256 WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
4257 sd->u.s.diffuse.dwStride,
4258 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
4259 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4260 glEnableClientState(GL_COLOR_ARRAY);
4261 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4263 } else {
4264 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4265 checkGLcall("glColor4f(1, 1, 1, 1)");
4268 /* Specular Colour ------------------------------------------*/
4269 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
4270 TRACE("setting specular colour\n");
4271 /* Note dwType == float3 or float4 == 2 or 3 */
4272 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4273 sd->u.s.specular.dwStride,
4274 sd->u.s.specular.lpData));
4275 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4276 if(curVBO != sd->u.s.specular.VBO) {
4277 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
4278 checkGLcall("glBindBufferARB");
4279 curVBO = sd->u.s.specular.VBO;
4281 GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
4282 WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
4283 sd->u.s.specular.dwStride,
4284 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
4285 vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
4286 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4287 vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4288 } else {
4290 /* Missing specular color is not critical, no warnings */
4291 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4294 } else {
4295 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4296 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4297 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4298 } else {
4300 /* Missing specular color is not critical, no warnings */
4301 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4305 /* Texture coords -------------------------------------------*/
4306 loadTexCoords(stateblock, sd, &curVBO);
4309 static inline void drawPrimitiveTraceDataLocations(
4310 WineDirect3DVertexStridedData *dataLocations) {
4312 /* Dump out what parts we have supplied */
4313 TRACE("Strided Data:\n");
4314 TRACE_STRIDED((dataLocations), position);
4315 TRACE_STRIDED((dataLocations), blendWeights);
4316 TRACE_STRIDED((dataLocations), blendMatrixIndices);
4317 TRACE_STRIDED((dataLocations), normal);
4318 TRACE_STRIDED((dataLocations), pSize);
4319 TRACE_STRIDED((dataLocations), diffuse);
4320 TRACE_STRIDED((dataLocations), specular);
4321 TRACE_STRIDED((dataLocations), texCoords[0]);
4322 TRACE_STRIDED((dataLocations), texCoords[1]);
4323 TRACE_STRIDED((dataLocations), texCoords[2]);
4324 TRACE_STRIDED((dataLocations), texCoords[3]);
4325 TRACE_STRIDED((dataLocations), texCoords[4]);
4326 TRACE_STRIDED((dataLocations), texCoords[5]);
4327 TRACE_STRIDED((dataLocations), texCoords[6]);
4328 TRACE_STRIDED((dataLocations), texCoords[7]);
4329 TRACE_STRIDED((dataLocations), position2);
4330 TRACE_STRIDED((dataLocations), normal2);
4331 TRACE_STRIDED((dataLocations), tangent);
4332 TRACE_STRIDED((dataLocations), binormal);
4333 TRACE_STRIDED((dataLocations), tessFactor);
4334 TRACE_STRIDED((dataLocations), fog);
4335 TRACE_STRIDED((dataLocations), depth);
4336 TRACE_STRIDED((dataLocations), sample);
4338 return;
4341 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4342 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4343 BOOL fixup = FALSE;
4344 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
4345 BOOL useVertexShaderFunction;
4347 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
4348 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
4349 useVertexShaderFunction = TRUE;
4350 } else {
4351 useVertexShaderFunction = FALSE;
4355 if(device->up_strided) {
4356 /* Note: this is a ddraw fixed-function code path */
4357 TRACE("================ Strided Input ===================\n");
4358 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
4360 if(TRACE_ON(d3d)) {
4361 drawPrimitiveTraceDataLocations(dataLocations);
4363 } else {
4364 /* Note: This is a fixed function or shader codepath.
4365 * This means it must handle both types of strided data.
4366 * Shaders must go through here to zero the strided data, even if they
4367 * don't set any declaration at all
4369 TRACE("================ Vertex Declaration ===================\n");
4370 memset(dataLocations, 0, sizeof(*dataLocations));
4371 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
4372 useVertexShaderFunction, dataLocations, &fixup);
4375 if (dataLocations->u.s.position_transformed) {
4376 useVertexShaderFunction = FALSE;
4379 /* Unload the old arrays before loading the new ones to get old junk out */
4380 if(context->numberedArraysLoaded) {
4381 unloadNumberedArrays(stateblock);
4382 context->numberedArraysLoaded = FALSE;
4384 if(context->namedArraysLoaded) {
4385 unloadVertexData(stateblock);
4386 context->namedArraysLoaded = FALSE;
4389 if(useVertexShaderFunction) {
4390 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4391 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4392 device->useDrawStridedSlow = TRUE;
4393 context->numberedArraysLoaded = FALSE;
4394 } else {
4395 TRACE("Loading numbered arrays\n");
4396 loadNumberedArrays(stateblock, dataLocations);
4397 device->useDrawStridedSlow = FALSE;
4398 context->numberedArraysLoaded = TRUE;
4400 } else if (fixup ||
4401 (dataLocations->u.s.pSize.lpData == NULL &&
4402 dataLocations->u.s.diffuse.lpData == NULL &&
4403 dataLocations->u.s.specular.lpData == NULL)) {
4404 /* Load the vertex data using named arrays */
4405 TRACE("Loading vertex data\n");
4406 loadVertexData(stateblock, dataLocations);
4407 device->useDrawStridedSlow = FALSE;
4408 context->namedArraysLoaded = TRUE;
4409 } else {
4410 TRACE("Not loading vertex data\n");
4411 device->useDrawStridedSlow = TRUE;
4414 /* Generate some fixme's if unsupported functionality is being used */
4415 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
4416 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
4417 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
4418 FIXME("Tweening is only valid with vertex shaders\n");
4420 if (!useVertexShaderFunction && BUFFER_OR_DATA(binormal)) {
4421 FIXME("Binormal bump mapping is only valid with vertex shaders\n");
4423 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
4424 FIXME("Extended attributes are only valid with vertex shaders\n");
4426 #undef BUFFER_OR_DATA
4429 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4430 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
4431 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
4432 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
4433 BOOL transformed;
4434 /* Some stuff is in the device until we have per context tracking */
4435 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4436 BOOL wasrhw = context->last_was_rhw;
4438 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
4439 * here simply check whether a shader was set, or the user disabled shaders
4441 if (use_vs(device)) {
4442 useVertexShaderFunction = TRUE;
4444 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
4445 updateFog = TRUE;
4447 } else if(context->last_was_foggy_shader) {
4448 updateFog = TRUE;
4451 transformed = device->strided_streams.u.s.position_transformed;
4452 if (transformed) useVertexShaderFunction = FALSE;
4454 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4455 updateFog = TRUE;
4458 /* Reapply lighting if it is not scheduled for reapplication already */
4459 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4460 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4463 if (transformed) {
4464 context->last_was_rhw = TRUE;
4465 } else {
4467 /* Untransformed, so relies on the view and projection matrices */
4468 context->last_was_rhw = FALSE;
4469 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4470 device->untransformed = TRUE;
4472 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4473 * Not needed as long as only hw shaders are supported
4476 /* This sets the shader output position correction constants.
4477 * TODO: Move to the viewport state
4479 if (useVertexShaderFunction) {
4480 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
4481 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
4485 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4486 * off this function will be called again anyway to make sure they're properly set
4488 if(!useVertexShaderFunction) {
4489 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4490 * or transformed / untransformed was switched
4492 if(wasrhw != context->last_was_rhw &&
4493 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4494 !isStateDirty(context, STATE_VIEWPORT)) {
4495 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4497 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4498 * mode.
4500 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4501 * this check will fail and the matrix not applied again. This is OK because a simple
4502 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4503 * needs of the vertex declaration.
4505 * World and view matrix go into the same gl matrix, so only apply them when neither is
4506 * dirty
4508 if(transformed != wasrhw &&
4509 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4510 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4511 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4514 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4515 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4518 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4519 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4521 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4522 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4524 } else {
4525 /* We compile the shader here because we need the vertex declaration
4526 * in order to determine if we need to do any swizzling for D3DCOLOR
4527 * registers. If the shader is already compiled this call will do nothing. */
4528 IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
4530 if(!context->last_was_vshader) {
4531 int i;
4532 static BOOL warned = FALSE;
4533 /* Disable all clip planes to get defined results on all drivers. See comment in the
4534 * state_clipping state handler
4536 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4537 glDisable(GL_CLIP_PLANE0 + i);
4538 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4541 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4542 FIXME("Clipping not supported with vertex shaders\n");
4543 warned = TRUE;
4545 if(wasrhw) {
4546 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4547 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4548 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4549 * fixed function vertex processing states back in a sane state before switching to shaders
4551 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4552 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4554 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4555 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4561 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4562 * application
4564 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4565 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
4567 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4568 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4572 context->last_was_vshader = useVertexShaderFunction;
4574 if(updateFog) {
4575 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
4577 if(!useVertexShaderFunction) {
4578 int i;
4579 for(i = 0; i < MAX_TEXTURES; i++) {
4580 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4581 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4587 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4588 UINT width, height;
4589 IWineD3DSurfaceImpl *target;
4591 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4592 checkGLcall("glDepthRange");
4593 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4595 if(stateblock->wineD3DDevice->render_offscreen) {
4596 glViewport(stateblock->viewport.X,
4597 stateblock->viewport.Y,
4598 stateblock->viewport.Width, stateblock->viewport.Height);
4599 } else {
4600 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4601 target->get_drawable_size(target, &width, &height);
4603 glViewport(stateblock->viewport.X,
4604 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4605 stateblock->viewport.Width, stateblock->viewport.Height);
4608 checkGLcall("glViewport");
4611 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4612 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
4613 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
4614 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4615 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4617 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4618 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4622 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4623 UINT Index = state - STATE_ACTIVELIGHT(0);
4624 PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4626 if(!lightInfo) {
4627 glDisable(GL_LIGHT0 + Index);
4628 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4629 } else {
4630 float quad_att;
4631 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
4633 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4634 glMatrixMode(GL_MODELVIEW);
4635 glPushMatrix();
4636 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4638 /* Diffuse: */
4639 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4640 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4641 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4642 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4643 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4644 checkGLcall("glLightfv");
4646 /* Specular */
4647 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4648 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4649 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4650 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4651 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4652 checkGLcall("glLightfv");
4654 /* Ambient */
4655 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4656 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4657 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4658 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4659 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4660 checkGLcall("glLightfv");
4662 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4663 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4664 } else {
4665 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
4668 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4669 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4670 * Attenuation0 to NaN and crashes in the gl lib
4673 switch (lightInfo->OriginalParms.Type) {
4674 case WINED3DLIGHT_POINT:
4675 /* Position */
4676 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4677 checkGLcall("glLightfv");
4678 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4679 checkGLcall("glLightf");
4680 /* Attenuation - Are these right? guessing... */
4681 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4682 checkGLcall("glLightf");
4683 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4684 checkGLcall("glLightf");
4685 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4686 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4687 checkGLcall("glLightf");
4688 /* FIXME: Range */
4689 break;
4691 case WINED3DLIGHT_SPOT:
4692 /* Position */
4693 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4694 checkGLcall("glLightfv");
4695 /* Direction */
4696 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4697 checkGLcall("glLightfv");
4698 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4699 checkGLcall("glLightf");
4700 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4701 checkGLcall("glLightf");
4702 /* Attenuation - Are these right? guessing... */
4703 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4704 checkGLcall("glLightf");
4705 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4706 checkGLcall("glLightf");
4707 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4708 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4709 checkGLcall("glLightf");
4710 /* FIXME: Range */
4711 break;
4713 case WINED3DLIGHT_DIRECTIONAL:
4714 /* Direction */
4715 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4716 checkGLcall("glLightfv");
4717 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4718 checkGLcall("glLightf");
4719 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4720 checkGLcall("glLightf");
4721 break;
4723 default:
4724 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4727 /* Restore the modelview matrix */
4728 glPopMatrix();
4730 glEnable(GL_LIGHT0 + Index);
4731 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4734 return;
4737 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4738 RECT *pRect = &stateblock->scissorRect;
4739 UINT height;
4740 UINT width;
4741 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4743 target->get_drawable_size(target, &width, &height);
4744 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4745 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4747 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4748 pRect->right - pRect->left, pRect->bottom - pRect->top);
4750 if (stateblock->wineD3DDevice->render_offscreen) {
4751 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4752 } else {
4753 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4755 checkGLcall("glScissor");
4758 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4759 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4760 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4761 } else {
4762 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
4763 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
4767 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4768 if(stateblock->wineD3DDevice->render_offscreen) {
4769 glFrontFace(GL_CCW);
4770 checkGLcall("glFrontFace(GL_CCW)");
4771 } else {
4772 glFrontFace(GL_CW);
4773 checkGLcall("glFrontFace(GL_CW)");
4777 const struct StateEntryTemplate misc_state_template[] = {
4778 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4779 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4780 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4781 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4782 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4783 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4784 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4785 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4786 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4787 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4788 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, 0 },
4789 { STATE_VDECL, { STATE_VDECL, streamsrc }, 0 },
4790 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, 0 },
4791 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, 0 },
4792 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4793 * vshader loadings are untied from each other
4795 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4796 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4797 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4798 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4799 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4800 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4801 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4802 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4803 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4804 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4805 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4806 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4807 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4808 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4809 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4810 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4811 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4812 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4813 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4814 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4815 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4816 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4817 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4818 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4819 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4820 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4821 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4822 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4823 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4824 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4825 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4826 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4827 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4828 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4829 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4830 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4831 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4832 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4833 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4834 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4835 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4836 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4837 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4838 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4839 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4840 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4841 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4842 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4843 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4844 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4846 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, 0 },
4847 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4848 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, 0 },
4849 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, 0 },
4850 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, 0 },
4851 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, 0 },
4852 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, 0 },
4853 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, 0 },
4854 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, 0 },
4855 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, 0 },
4856 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, 0 },
4857 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, 0 },
4858 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, 0 },
4859 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, 0 },
4860 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4861 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4862 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4863 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4864 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, 0 },
4865 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, 0 },
4866 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, 0 },
4867 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, 0 },
4868 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, 0 },
4869 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, 0 },
4870 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, 0 },
4871 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, 0 },
4872 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, 0 },
4873 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, 0 },
4874 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, 0 },
4875 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, 0 },
4876 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, 0 },
4877 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4878 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4879 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4880 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4881 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4882 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4883 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4884 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4885 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, 0 },
4886 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4887 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4888 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4889 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4890 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4891 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4892 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4893 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4894 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4895 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4896 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4897 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4898 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4899 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4900 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4901 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4902 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4903 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4904 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4905 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4906 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4907 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, 0 },
4908 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, 0 },
4909 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, 0 },
4910 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, 0 },
4911 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, 0 },
4912 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, 0 },
4913 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4914 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4915 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4916 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4917 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4918 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4919 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4920 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4921 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, 0 },
4922 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, 0 },
4923 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4924 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4925 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, 0 },
4926 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, 0 },
4927 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4928 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4929 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4930 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4931 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4932 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, 0 },
4933 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4934 /* Samplers */
4935 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, 0 },
4936 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, 0 },
4937 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, 0 },
4938 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, 0 },
4939 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, 0 },
4940 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, 0 },
4941 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, 0 },
4942 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, 0 },
4943 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, 0 },
4944 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, 0 },
4945 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, 0 },
4946 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, 0 },
4947 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, 0 },
4948 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, 0 },
4949 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, 0 },
4950 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, 0 },
4951 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, 0 },
4952 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, 0 },
4953 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, 0 },
4954 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, 0 },
4955 {0 /* Terminate */, { 0, 0 }, 0 },
4958 const struct StateEntryTemplate ffp_vertexstate_template[] = {
4959 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, 0 },
4960 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, 0 },
4961 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4962 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4963 /* Clip planes */
4964 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, 0 },
4965 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, 0 },
4966 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, 0 },
4967 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, 0 },
4968 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, 0 },
4969 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, 0 },
4970 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, 0 },
4971 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, 0 },
4972 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, 0 },
4973 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, 0 },
4974 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, 0 },
4975 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, 0 },
4976 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, 0 },
4977 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, 0 },
4978 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, 0 },
4979 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, 0 },
4980 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, 0 },
4981 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, 0 },
4982 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, 0 },
4983 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, 0 },
4984 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, 0 },
4985 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, 0 },
4986 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, 0 },
4987 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, 0 },
4988 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, 0 },
4989 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, 0 },
4990 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, 0 },
4991 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, 0 },
4992 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, 0 },
4993 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, 0 },
4994 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, 0 },
4995 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, 0 },
4996 /* Lights */
4997 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, 0 },
4998 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, 0 },
4999 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, 0 },
5000 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, 0 },
5001 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, 0 },
5002 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, 0 },
5003 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, 0 },
5004 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, 0 },
5005 /* Viewport */
5006 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, 0 },
5007 /* Transform states follow */
5008 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, 0 },
5009 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, 0 },
5010 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5011 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5012 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5013 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5014 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5015 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5016 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5017 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5018 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, 0 },
5019 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, 0 },
5020 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, 0 },
5021 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, 0 },
5022 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, 0 },
5023 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, 0 },
5024 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, 0 },
5025 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, 0 },
5026 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, 0 },
5027 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, 0 },
5028 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, 0 },
5029 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, 0 },
5030 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, 0 },
5031 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, 0 },
5032 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, 0 },
5033 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, 0 },
5034 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, 0 },
5035 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, 0 },
5036 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, 0 },
5037 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, 0 },
5038 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, 0 },
5039 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, 0 },
5040 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, 0 },
5041 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, 0 },
5042 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, 0 },
5043 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, 0 },
5044 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, 0 },
5045 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, 0 },
5046 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, 0 },
5047 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, 0 },
5048 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, 0 },
5049 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, 0 },
5050 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, 0 },
5051 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, 0 },
5052 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, 0 },
5053 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, 0 },
5054 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, 0 },
5055 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, 0 },
5056 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, 0 },
5057 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, 0 },
5058 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, 0 },
5059 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, 0 },
5060 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, 0 },
5061 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, 0 },
5062 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, 0 },
5063 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, 0 },
5064 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, 0 },
5065 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, 0 },
5066 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, 0 },
5067 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, 0 },
5068 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, 0 },
5069 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, 0 },
5070 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, 0 },
5071 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, 0 },
5072 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, 0 },
5073 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, 0 },
5074 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, 0 },
5075 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, 0 },
5076 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, 0 },
5077 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, 0 },
5078 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, 0 },
5079 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, 0 },
5080 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, 0 },
5081 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, 0 },
5082 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, 0 },
5083 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, 0 },
5084 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, 0 },
5085 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, 0 },
5086 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, 0 },
5087 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, 0 },
5088 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, 0 },
5089 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, 0 },
5090 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, 0 },
5091 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, 0 },
5092 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, 0 },
5093 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, 0 },
5094 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, 0 },
5095 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, 0 },
5096 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, 0 },
5097 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, 0 },
5098 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, 0 },
5099 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, 0 },
5100 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, 0 },
5101 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, 0 },
5102 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, 0 },
5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, 0 },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, 0 },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, 0 },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, 0 },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, 0 },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, 0 },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, 0 },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, 0 },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, 0 },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, 0 },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, 0 },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, 0 },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, 0 },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, 0 },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, 0 },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, 0 },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, 0 },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, 0 },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, 0 },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, 0 },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, 0 },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, 0 },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, 0 },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, 0 },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, 0 },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, 0 },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, 0 },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, 0 },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, 0 },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, 0 },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, 0 },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, 0 },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, 0 },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, 0 },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, 0 },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, 0 },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, 0 },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, 0 },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, 0 },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, 0 },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, 0 },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, 0 },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, 0 },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, 0 },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, 0 },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, 0 },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, 0 },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, 0 },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, 0 },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, 0 },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, 0 },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, 0 },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, 0 },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, 0 },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, 0 },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, 0 },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, 0 },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, 0 },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, 0 },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, 0 },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, 0 },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, 0 },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, 0 },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, 0 },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, 0 },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, 0 },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, 0 },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, 0 },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, 0 },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, 0 },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, 0 },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, 0 },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, 0 },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, 0 },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, 0 },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, 0 },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, 0 },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, 0 },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, 0 },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, 0 },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, 0 },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, 0 },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, 0 },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, 0 },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, 0 },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, 0 },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, 0 },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, 0 },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, 0 },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, 0 },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, 0 },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, 0 },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, 0 },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, 0 },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, 0 },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, 0 },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, 0 },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, 0 },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, 0 },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, 0 },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, 0 },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, 0 },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, 0 },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, 0 },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, 0 },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, 0 },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, 0 },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, 0 },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, 0 },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, 0 },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, 0 },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, 0 },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, 0 },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, 0 },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, 0 },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, 0 },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, 0 },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, 0 },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, 0 },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, 0 },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, 0 },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, 0 },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, 0 },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, 0 },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, 0 },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, 0 },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, 0 },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, 0 },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, 0 },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, 0 },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, 0 },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, 0 },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, 0 },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, 0 },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, 0 },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, 0 },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, 0 },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, 0 },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, 0 },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, 0 },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, 0 },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, 0 },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, 0 },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, 0 },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, 0 },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, 0 },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, 0 },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, 0 },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, 0 },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, 0 },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, 0 },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, 0 },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, 0 },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, 0 },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, 0 },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, 0 },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, 0 },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, 0 },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, 0 },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, 0 },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, 0 },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, 0 },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, 0 },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, 0 },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, 0 },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, 0 },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, 0 },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, 0 },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, 0 },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, 0 },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, 0 },
5274 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5275 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5276 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5277 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5278 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5279 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5280 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5281 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5282 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5283 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5284 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5285 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5286 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5287 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5288 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5289 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5290 /* Fog */
5291 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5292 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5293 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5294 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5295 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5296 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
5297 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
5298 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5299 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, 0 },
5300 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5301 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5302 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, 0 },
5303 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, 0 },
5304 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5305 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, 0 },
5306 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, 0 },
5307 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5308 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5309 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5310 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5311 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5312 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, 0 },
5313 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5314 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5315 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5316 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5317 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5318 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, 0 },
5319 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5320 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5321 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5322 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5323 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax_arb }, ARB_POINT_PARAMETERS },
5324 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax_ext }, EXT_POINT_PARAMETERS },
5325 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax_w }, 0 },
5326 /* pixel shaders need a different fog input */
5327 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pshader_fog }, 0 },
5328 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5329 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5330 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5332 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5333 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5334 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, 0 },
5335 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5336 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5337 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, 0 },
5338 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5339 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5340 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, 0 },
5341 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5342 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5343 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, 0 },
5344 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5345 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5346 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, 0 },
5347 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5348 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5349 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, 0 },
5350 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5351 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5352 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, 0 },
5353 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5354 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5355 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, 0 },
5356 {0 /* Terminate */, { 0, 0 }, 0 },
5359 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5360 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5361 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5362 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5363 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5364 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5365 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5366 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5367 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5368 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5369 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5370 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5371 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5372 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5373 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5374 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5375 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5376 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5377 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5378 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5379 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5380 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5381 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5382 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5383 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5384 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5385 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5386 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5387 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5388 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5389 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5390 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5391 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5392 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5393 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5394 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5395 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5396 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5397 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5398 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5399 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5400 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5401 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5402 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5403 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5404 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5405 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5406 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5407 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5408 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5409 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5410 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5411 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5412 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5413 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5414 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5415 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5416 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5417 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5418 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5419 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5420 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5421 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5422 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5423 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5424 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5425 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5426 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5427 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5428 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5429 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5430 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5431 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5432 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5433 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5434 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5435 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5436 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5437 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5438 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5439 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5440 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5441 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5442 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, 0 },
5443 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, 0 },
5444 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
5445 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
5446 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
5447 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
5448 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
5449 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
5450 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
5451 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
5452 {0 /* Terminate */, { 0, 0 }, 0 },
5454 #undef GLINFO_LOCATION
5456 #define GLINFO_LOCATION (*gl_info)
5457 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5459 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) {
5460 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5461 WINED3DTEXOPCAPS_ADDSIGNED |
5462 WINED3DTEXOPCAPS_ADDSIGNED2X |
5463 WINED3DTEXOPCAPS_MODULATE |
5464 WINED3DTEXOPCAPS_MODULATE2X |
5465 WINED3DTEXOPCAPS_MODULATE4X |
5466 WINED3DTEXOPCAPS_SELECTARG1 |
5467 WINED3DTEXOPCAPS_SELECTARG2 |
5468 WINED3DTEXOPCAPS_DISABLE;
5470 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5471 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5472 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5473 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5474 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5475 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5476 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5477 WINED3DTEXOPCAPS_LERP |
5478 WINED3DTEXOPCAPS_SUBTRACT;
5480 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5481 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5482 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5483 WINED3DTEXOPCAPS_MULTIPLYADD |
5484 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5485 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5486 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5488 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5489 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5491 pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
5492 pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5495 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5496 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5497 static BOOL ffp_conv_supported(WINED3DFORMAT fmt) {
5498 TRACE("Checking shader format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
5499 return FALSE;
5502 const struct fragment_pipeline ffp_fragment_pipeline = {
5503 ffp_enable,
5504 ffp_fragment_get_caps,
5505 ffp_fragment_alloc,
5506 ffp_fragment_free,
5507 ffp_conv_supported,
5508 ffp_fragmentstate_template,
5509 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5512 static int num_handlers(APPLYSTATEFUNC *funcs) {
5513 unsigned int i;
5514 for(i = 0; funcs[i]; i++);
5515 return i;
5518 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5519 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5520 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5523 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5524 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5525 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5526 stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5529 void compile_state_table(struct StateEntry *StateTable,
5530 APPLYSTATEFUNC **dev_multistate_funcs,
5531 WineD3D_GL_Info *gl_info,
5532 const struct StateEntryTemplate *vertex,
5533 const struct fragment_pipeline *fragment,
5534 const struct StateEntryTemplate *misc) {
5535 unsigned int i, type, handlers;
5536 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5537 const struct StateEntryTemplate *cur;
5538 BOOL set[STATE_HIGHEST + 1];
5540 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5542 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5543 StateTable[i].representative = 0;
5544 StateTable[i].apply = state_undefined;
5547 for(type = 0; type < 3; type++) {
5548 /* This switch decides the order in which the states are applied */
5549 switch(type) {
5550 case 0: cur = misc; break;
5551 case 1: cur = fragment->states; break;
5552 case 2: cur = vertex; break;
5553 default: cur = NULL; /* Stupid compiler */
5555 if(!cur) continue;
5557 /* GL extension filtering should not prevent multiple handlers being applied from different
5558 * pipeline parts
5560 memset(set, 0, sizeof(set));
5562 for(i = 0; cur[i].state; i++) {
5564 /* Only use the first matching state with the available extension from one template.
5565 * e.g.
5566 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5567 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5569 * if GL_XYZ_fancy is supported, ignore the 2nd line
5571 if(set[cur[i].state]) continue;
5572 /* Skip state lines depending on unsupported extensions */
5573 if(cur[i].extension && !GL_SUPPORT(cur[i].extension)) continue;
5574 set[cur[i].state] = TRUE;
5575 /* In some cases having an extension means that nothing has to be
5576 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5577 * supported, the texture coordinate fixup can be ignored. If the
5578 * apply function is used, mark the state set(done above) to prevent
5579 * applying later lines, but do not record anything in the state
5580 * table
5582 if(!cur[i].content.apply) continue;
5584 handlers = num_handlers(multistate_funcs[cur[i].state]);
5585 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5586 switch(handlers) {
5587 case 0:
5588 StateTable[cur[i].state].apply = cur[i].content.apply;
5589 break;
5590 case 1:
5591 StateTable[cur[i].state].apply = multistate_apply_2;
5592 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5594 sizeof(**dev_multistate_funcs) * 2);
5595 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5596 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5597 break;
5598 case 2:
5599 StateTable[cur[i].state].apply = multistate_apply_3;
5600 HeapFree(GetProcessHeap(), 0, multistate_funcs[cur[i].state]);
5601 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5603 sizeof(**dev_multistate_funcs) * 3);
5604 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5605 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5606 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5607 break;
5608 default:
5609 ERR("Unexpected amount of state handlers for state %u: %u\n",
5610 cur[i].state, handlers + 1);
5613 if(StateTable[cur[i].state].representative &&
5614 StateTable[cur[i].state].representative != cur[i].content.representative) {
5615 FIXME("State %u has different representatives in different pipeline parts\n",
5616 cur[i].state);
5618 StateTable[cur[i].state].representative = cur[i].content.representative;
5622 #undef GLINFO_LOCATION