wined3d: Work around a bad crash in fglrx.
[wine/multimedia.git] / dlls / wined3d / state.c
blobad1593c71961e521ebd7063b7eb2de09723961b4
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
39 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
41 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
42 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
43 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
45 if(STATE_IS_RENDER(state)) {
46 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
47 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
48 } else {
49 /* Shouldn't have an unknown type here */
50 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
54 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
55 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
56 * list without causing confusing terminal output. Deliberately no special debug name here
57 * because its undefined.
59 WARN("undefined state %d\n", state);
62 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
63 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
65 switch(Value) {
66 case WINED3DFILL_POINT:
67 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
68 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
69 break;
70 case WINED3DFILL_WIREFRAME:
71 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
72 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
73 break;
74 case WINED3DFILL_SOLID:
75 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
76 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
77 break;
78 default:
79 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
83 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
84 /* Lighting is not enabled if transformed vertices are drawn
85 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
86 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
87 * vertex declaration applying function calls this function for updating
90 if(isStateDirty(context, STATE_VDECL)) {
91 return;
94 if (stateblock->renderState[WINED3DRS_LIGHTING]
95 && !stateblock->wineD3DDevice->strided_streams.position_transformed)
97 glEnable(GL_LIGHTING);
98 checkGLcall("glEnable GL_LIGHTING");
99 } else {
100 glDisable(GL_LIGHTING);
101 checkGLcall("glDisable GL_LIGHTING");
105 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
106 /* No z test without depth stencil buffers */
107 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
108 TRACE("No Z buffer - disabling depth test\n");
109 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
110 checkGLcall("glDisable GL_DEPTH_TEST");
111 return;
114 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
115 case WINED3DZB_FALSE:
116 glDisable(GL_DEPTH_TEST);
117 checkGLcall("glDisable GL_DEPTH_TEST");
118 break;
119 case WINED3DZB_TRUE:
120 glEnable(GL_DEPTH_TEST);
121 checkGLcall("glEnable GL_DEPTH_TEST");
122 break;
123 case WINED3DZB_USEW:
124 glEnable(GL_DEPTH_TEST);
125 checkGLcall("glEnable GL_DEPTH_TEST");
126 FIXME("W buffer is not well handled\n");
127 break;
128 default:
129 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
133 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
134 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
135 * switch
137 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
138 case WINED3DCULL_NONE:
139 glDisable(GL_CULL_FACE);
140 checkGLcall("glDisable GL_CULL_FACE");
141 break;
142 case WINED3DCULL_CW:
143 glEnable(GL_CULL_FACE);
144 checkGLcall("glEnable GL_CULL_FACE");
145 glCullFace(GL_FRONT);
146 checkGLcall("glCullFace(GL_FRONT)");
147 break;
148 case WINED3DCULL_CCW:
149 glEnable(GL_CULL_FACE);
150 checkGLcall("glEnable GL_CULL_FACE");
151 glCullFace(GL_BACK);
152 checkGLcall("glCullFace(GL_BACK)");
153 break;
154 default:
155 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
159 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
160 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
161 case WINED3DSHADE_FLAT:
162 glShadeModel(GL_FLAT);
163 checkGLcall("glShadeModel(GL_FLAT)");
164 break;
165 case WINED3DSHADE_GOURAUD:
166 glShadeModel(GL_SMOOTH);
167 checkGLcall("glShadeModel(GL_SMOOTH)");
168 break;
169 case WINED3DSHADE_PHONG:
170 FIXME("WINED3DSHADE_PHONG isn't supported\n");
171 break;
172 default:
173 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
177 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
178 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
179 glEnable(GL_DITHER);
180 checkGLcall("glEnable GL_DITHER");
181 } else {
182 glDisable(GL_DITHER);
183 checkGLcall("glDisable GL_DITHER");
187 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
188 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
189 * this has to be merged with ZENABLE and ZFUNC
191 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
192 glDepthMask(1);
193 checkGLcall("glDepthMask(1)");
194 } else {
195 glDepthMask(0);
196 checkGLcall("glDepthMask(0)");
200 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
201 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
203 if(glParm) {
204 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
205 static BOOL once = FALSE;
206 /* There are a few issues with this: First, our inability to
207 * select a proper Z depth, most of the time we're stuck with
208 * D24S8, even if the app selects D32 or D16. There seem to be
209 * some other precision problems which have to be debugged to
210 * make NOTEQUAL and EQUAL work properly
212 if(!once) {
213 once = TRUE;
214 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
218 glDepthFunc(glParm);
219 checkGLcall("glDepthFunc");
223 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
224 float col[4];
225 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
227 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
228 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
229 checkGLcall("glLightModel for MODEL_AMBIENT");
232 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
233 int srcBlend = GL_ZERO;
234 int dstBlend = GL_ZERO;
235 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
237 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
238 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
239 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
240 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
242 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
243 * The d3d9 visual test confirms the behavior. */
244 if (!(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
246 glDisable(GL_BLEND);
247 checkGLcall("glDisable GL_BLEND");
248 return;
249 } else {
250 glEnable(GL_BLEND);
251 checkGLcall("glEnable GL_BLEND");
253 } else {
254 glDisable(GL_BLEND);
255 checkGLcall("glDisable GL_BLEND");
256 /* Nothing more to do - get out */
257 return;
260 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
261 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
262 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
263 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
264 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
265 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
266 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
267 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
268 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
270 /* To compensate the lack of format switching with backbuffer offscreen rendering,
271 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
272 * if the render target doesn't support alpha blending. A nonexistent alpha channel
273 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
275 case WINED3DBLEND_DESTALPHA :
276 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
277 break;
278 case WINED3DBLEND_INVDESTALPHA :
279 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
280 break;
282 case WINED3DBLEND_SRCALPHASAT :
283 dstBlend = GL_SRC_ALPHA_SATURATE;
284 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
285 break;
287 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
288 * values which are still valid up to d3d9. They should not occur as dest blend values
290 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
291 srcBlend = GL_SRC_ALPHA;
292 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
293 break;
295 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
296 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
297 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
298 break;
300 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
301 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
302 default:
303 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
306 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
307 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
308 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
309 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
310 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
311 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
312 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
313 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
314 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
315 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
317 case WINED3DBLEND_DESTALPHA :
318 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
319 break;
320 case WINED3DBLEND_INVDESTALPHA :
321 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
322 break;
324 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
325 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
326 break;
328 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
329 dstBlend = GL_SRC_ALPHA;
330 break;
332 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
333 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
334 default:
335 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
338 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
339 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
340 glEnable(GL_LINE_SMOOTH);
341 checkGLcall("glEnable(GL_LINE_SMOOTH)");
342 if(srcBlend != GL_SRC_ALPHA) {
343 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
345 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
346 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
348 } else {
349 glDisable(GL_LINE_SMOOTH);
350 checkGLcall("glDisable(GL_LINE_SMOOTH)");
353 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
354 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
355 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
358 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
359 int srcBlendAlpha = GL_ZERO;
360 int dstBlendAlpha = GL_ZERO;
362 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
363 if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
364 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
365 return;
368 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
369 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
370 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
371 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
372 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
373 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
374 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
375 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
376 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
377 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
378 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
379 case WINED3DBLEND_SRCALPHASAT :
380 dstBlend = GL_SRC_ALPHA_SATURATE;
381 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
382 break;
383 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
384 * values which are still valid up to d3d9. They should not occur as dest blend values
386 case WINED3DBLEND_BOTHSRCALPHA :
387 dstBlendAlpha = GL_SRC_ALPHA;
388 srcBlendAlpha = GL_SRC_ALPHA;
389 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
390 break;
391 case WINED3DBLEND_BOTHINVSRCALPHA :
392 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
393 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
394 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
395 break;
396 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
397 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
398 default:
399 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
402 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
403 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
404 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
405 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
406 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
407 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
408 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
409 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
410 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
411 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
412 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
413 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
414 case WINED3DBLEND_BOTHSRCALPHA :
415 srcBlendAlpha = GL_SRC_ALPHA;
416 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
417 break;
418 case WINED3DBLEND_BOTHINVSRCALPHA :
419 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
420 dstBlendAlpha = GL_SRC_ALPHA;
421 break;
422 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
423 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
424 default:
425 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
428 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
429 checkGLcall("glBlendFuncSeparateEXT");
430 } else {
431 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
432 glBlendFunc(srcBlend, dstBlend);
433 checkGLcall("glBlendFunc");
436 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
437 so it may need updating */
438 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
439 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
440 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
444 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
445 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
448 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
449 float col[4];
451 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
452 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
453 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
454 checkGLcall("glBlendColor");
457 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
458 int glParm = 0;
459 float ref;
460 BOOL enable_ckey = FALSE;
462 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
464 /* Find out if the texture on the first stage has a ckey set
465 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
466 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
467 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
468 * in case it finds some texture+colorkeyenable combination which needs extra care.
470 if (stateblock->textures[0])
472 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
474 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
476 IWineD3DSurfaceImpl *surf;
478 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
480 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
482 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
483 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
484 * surface has alpha bits */
485 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
490 if(enable_ckey || context->last_was_ckey) {
491 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
492 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
494 context->last_was_ckey = enable_ckey;
496 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
497 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
498 glEnable(GL_ALPHA_TEST);
499 checkGLcall("glEnable GL_ALPHA_TEST");
500 } else {
501 glDisable(GL_ALPHA_TEST);
502 checkGLcall("glDisable GL_ALPHA_TEST");
503 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
504 * enable call
506 return;
509 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
510 glParm = GL_NOTEQUAL;
511 ref = 0.0;
512 } else {
513 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
514 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
516 if(glParm) {
517 glAlphaFunc(glParm, ref);
518 checkGLcall("glAlphaFunc");
522 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
523 DWORD enable = 0xFFFFFFFF;
524 DWORD disable = 0x00000000;
526 if (use_vs(stateblock))
528 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
529 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
530 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
531 * of that - don't do anything here and keep them disabled
533 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
534 static BOOL warned = FALSE;
535 if(!warned) {
536 FIXME("Clipping not supported with vertex shaders\n");
537 warned = TRUE;
540 return;
543 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
544 * of already set values
547 /* If enabling / disabling all
548 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
550 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
551 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
552 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
553 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
554 glDisable(GL_DEPTH_CLAMP_NV);
555 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
557 } else {
558 disable = 0xffffffff;
559 enable = 0x00;
560 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
561 glEnable(GL_DEPTH_CLAMP_NV);
562 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
566 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
567 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
568 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
569 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
570 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
571 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
573 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
574 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
575 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
576 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
577 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
578 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
580 /** update clipping status */
581 if (enable) {
582 stateblock->clip_status.ClipUnion = 0;
583 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
584 } else {
585 stateblock->clip_status.ClipUnion = 0;
586 stateblock->clip_status.ClipIntersection = 0;
590 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
591 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
594 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
595 int blendEquation = GL_FUNC_ADD;
596 int blendEquationAlpha = GL_FUNC_ADD;
598 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
599 if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
600 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
601 return;
604 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
605 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
606 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
607 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
608 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
609 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
610 default:
611 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
614 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
615 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
616 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
617 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
618 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
619 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
620 default:
621 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
624 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
625 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
626 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
627 checkGLcall("glBlendEquationSeparateEXT");
628 } else {
629 TRACE("glBlendEquation(%x)\n", blendEquation);
630 GL_EXTCALL(glBlendEquationEXT(blendEquation));
631 checkGLcall("glBlendEquation");
635 static void
636 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
637 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
638 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
639 * specular color. This is wrong:
640 * Separate specular color means the specular colour is maintained separately, whereas
641 * single color means it is merged in. However in both cases they are being used to
642 * some extent.
643 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
644 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
645 * running 1.4 yet!
648 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
649 * Instead, we need to setup the FinalCombiner properly.
651 * The default setup for the FinalCombiner is:
653 * <variable> <input> <mapping> <usage>
654 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
655 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
656 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
657 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
658 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
659 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
660 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
662 * That's pretty much fine as it is, except for variable B, which needs to take
663 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
664 * whether WINED3DRS_SPECULARENABLE is enabled or not.
667 TRACE("Setting specular enable state and materials\n");
668 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
669 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
670 checkGLcall("glMaterialfv");
672 if(stateblock->material.Power > GL_LIMITS(shininess)) {
673 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
674 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
675 * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
676 * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
677 * them, it should be safe to do so without major visual distortions.
679 WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
680 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
681 } else {
682 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
684 checkGLcall("glMaterialf(GL_SHININESS)");
686 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
687 glEnable(GL_COLOR_SUM_EXT);
688 } else {
689 TRACE("Specular colors cannot be enabled in this version of opengl\n");
691 checkGLcall("glEnable(GL_COLOR_SUM)");
693 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
694 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
695 checkGLcall("glFinalCombinerInputNV()");
697 } else {
698 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
700 /* for the case of enabled lighting: */
701 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
702 checkGLcall("glMaterialfv");
704 /* for the case of disabled lighting: */
705 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
706 glDisable(GL_COLOR_SUM_EXT);
707 } else {
708 TRACE("Specular colors cannot be disabled in this version of opengl\n");
710 checkGLcall("glDisable(GL_COLOR_SUM)");
712 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
713 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
714 checkGLcall("glFinalCombinerInputNV()");
718 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
719 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
720 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
721 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
722 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
723 stateblock->material.Specular.b, stateblock->material.Specular.a);
724 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
725 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
727 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
728 checkGLcall("glMaterialfv(GL_AMBIENT)");
729 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
730 checkGLcall("glMaterialfv(GL_DIFFUSE)");
731 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
732 checkGLcall("glMaterialfv(GL_EMISSION)");
735 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
736 unsigned int i;
738 /* Note the texture color applies to all textures whereas
739 * GL_TEXTURE_ENV_COLOR applies to active only
741 float col[4];
742 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
744 /* And now the default texture color as well */
745 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
746 /* Note the WINED3DRS value applies to all textures, but GL has one
747 * per texture, so apply it now ready to be used!
749 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
750 checkGLcall("glActiveTextureARB");
752 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
753 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
757 static void
758 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
759 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
760 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
761 GL_EXTCALL(glActiveStencilFaceEXT(face));
762 checkGLcall("glActiveStencilFaceEXT(...)");
763 glStencilFunc(func, ref, mask);
764 checkGLcall("glStencilFunc(...)");
765 glStencilOp(stencilFail, depthFail, stencilPass);
766 checkGLcall("glStencilOp(...)");
769 static void
770 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
771 DWORD onesided_enable = FALSE;
772 DWORD twosided_enable = FALSE;
773 GLint func = GL_ALWAYS;
774 GLint func_ccw = GL_ALWAYS;
775 GLint ref = 0;
776 GLuint mask = 0;
777 GLint stencilFail = GL_KEEP;
778 GLint depthFail = GL_KEEP;
779 GLint stencilPass = GL_KEEP;
780 GLint stencilFail_ccw = GL_KEEP;
781 GLint depthFail_ccw = GL_KEEP;
782 GLint stencilPass_ccw = GL_KEEP;
784 /* No stencil test without a stencil buffer */
785 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
786 glDisable(GL_STENCIL_TEST);
787 checkGLcall("glDisable GL_STENCIL_TEST");
788 return;
791 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
792 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
793 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
794 func = GL_ALWAYS;
795 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
796 func_ccw = GL_ALWAYS;
797 ref = stateblock->renderState[WINED3DRS_STENCILREF];
798 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
799 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
800 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
801 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
802 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
803 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
804 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
806 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
807 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
808 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
809 onesided_enable, twosided_enable, ref, mask,
810 func, stencilFail, depthFail, stencilPass,
811 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
813 if (twosided_enable && onesided_enable) {
814 glEnable(GL_STENCIL_TEST);
815 checkGLcall("glEnable GL_STENCIL_TEST");
817 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
818 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
819 * which has an effect on the code below too. If we apply the front face
820 * afterwards, we are sure that the active stencil face is set to front,
821 * and other stencil functions which do not use two sided stencil do not have
822 * to set it back
824 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
825 stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
826 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
827 stencilFail, depthFail, stencilPass);
828 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
829 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
830 checkGLcall("glStencilFuncSeparateATI(...)");
831 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
832 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
833 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
834 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
835 } else {
836 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
838 } else if(onesided_enable) {
839 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
840 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
841 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
844 /* This code disables the ATI extension as well, since the standard stencil functions are equal
845 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
847 glEnable(GL_STENCIL_TEST);
848 checkGLcall("glEnable GL_STENCIL_TEST");
849 glStencilFunc(func, ref, mask);
850 checkGLcall("glStencilFunc(...)");
851 glStencilOp(stencilFail, depthFail, stencilPass);
852 checkGLcall("glStencilOp(...)");
853 } else {
854 glDisable(GL_STENCIL_TEST);
855 checkGLcall("glDisable GL_STENCIL_TEST");
859 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
860 DWORD mask;
862 if(stateblock->wineD3DDevice->stencilBufferTarget) {
863 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
864 } else {
865 mask = 0;
868 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
869 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
870 glStencilMask(mask);
871 checkGLcall("glStencilMask");
872 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
873 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
874 glStencilMask(mask);
877 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
878 DWORD mask;
880 if(stateblock->wineD3DDevice->stencilBufferTarget) {
881 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
882 } else {
883 mask = 0;
886 glStencilMask(mask);
887 checkGLcall("glStencilMask");
890 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
892 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
894 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
896 /* Table fog on: Never use fog coords, and use per-fragment fog */
897 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
898 glHint(GL_FOG_HINT, GL_NICEST);
899 if(context->fog_coord) {
900 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
901 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
902 context->fog_coord = FALSE;
904 return;
907 /* Otherwise use per-vertex fog in any case */
908 glHint(GL_FOG_HINT, GL_FASTEST);
910 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
911 /* No fog at all, or transformed vertices: Use fog coord */
912 if(!context->fog_coord) {
913 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
914 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
915 context->fog_coord = TRUE;
917 } else {
918 /* Otherwise, use the fragment depth */
919 if(context->fog_coord) {
920 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
921 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
922 context->fog_coord = FALSE;
927 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
928 float fogstart, fogend;
929 union {
930 DWORD d;
931 float f;
932 } tmpvalue;
934 switch(context->fog_source) {
935 case FOGSOURCE_VS:
936 fogstart = 1.0;
937 fogend = 0.0;
938 break;
940 case FOGSOURCE_COORD:
941 fogstart = 255.0;
942 fogend = 0.0;
943 break;
945 case FOGSOURCE_FFP:
946 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
947 fogstart = tmpvalue.f;
948 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
949 fogend = tmpvalue.f;
950 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
951 if(fogstart == fogend) {
952 fogstart = -1.0 / 0.0;
953 fogend = 0.0;
955 break;
957 default:
958 /* This should not happen.context->fog_source is set in wined3d, not the app.
959 * Still this is needed to make the compiler happy
961 ERR("Unexpected fog coordinate source\n");
962 fogstart = 0.0;
963 fogend = 0.0;
966 glFogf(GL_FOG_START, fogstart);
967 checkGLcall("glFogf(GL_FOG_START, fogstart)");
968 TRACE("Fog Start == %f\n", fogstart);
970 glFogf(GL_FOG_END, fogend);
971 checkGLcall("glFogf(GL_FOG_END, fogend)");
972 TRACE("Fog End == %f\n", fogend);
975 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
976 enum fogsource new_source;
978 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
980 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
981 /* No fog? Disable it, and we're done :-) */
982 glDisableWINE(GL_FOG);
983 checkGLcall("glDisable GL_FOG");
984 return;
987 /* Fog Rules:
989 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
990 * It can use the Z value of the vertex, or the alpha component of the specular color.
991 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
992 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
993 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
995 * FOGTABLEMODE != NONE:
996 * The Z value is used, with the equation specified, no matter what vertex type.
998 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
999 * Per vertex fog is calculated using the specified fog equation and the parameters
1001 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1002 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1003 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1006 * Rules for vertex fog with shaders:
1008 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1009 * the fog computation to happen during transformation while openGL expects it to happen
1010 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1011 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1012 * To solve this problem, WineD3D does:
1013 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1014 * shader,
1015 * and 2) disables the fog computation (in either the fixed function or programmable
1016 * rasterizer) if using a vertex program.
1018 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1019 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1020 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1021 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1022 * There are some GL differences between specular fog coords and vertex shaders though.
1024 * With table fog the vertex shader fog coordinate is ignored.
1026 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1027 * without shaders).
1030 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1031 * the system will apply only pixel(=table) fog effects."
1033 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1034 if(use_vs(stateblock)) {
1035 glFogi(GL_FOG_MODE, GL_LINEAR);
1036 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1037 new_source = FOGSOURCE_VS;
1038 } else {
1039 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1040 /* If processed vertices are used, fall through to the NONE case */
1041 case WINED3DFOG_EXP:
1042 if(!context->last_was_rhw) {
1043 glFogi(GL_FOG_MODE, GL_EXP);
1044 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1045 new_source = FOGSOURCE_FFP;
1046 break;
1048 /* drop through */
1050 case WINED3DFOG_EXP2:
1051 if(!context->last_was_rhw) {
1052 glFogi(GL_FOG_MODE, GL_EXP2);
1053 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1054 new_source = FOGSOURCE_FFP;
1055 break;
1057 /* drop through */
1059 case WINED3DFOG_LINEAR:
1060 if(!context->last_was_rhw) {
1061 glFogi(GL_FOG_MODE, GL_LINEAR);
1062 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1063 new_source = FOGSOURCE_FFP;
1064 break;
1066 /* drop through */
1068 case WINED3DFOG_NONE:
1069 /* Both are none? According to msdn the alpha channel of the specular
1070 * color contains a fog factor. Set it in drawStridedSlow.
1071 * Same happens with Vertexfog on transformed vertices
1073 new_source = FOGSOURCE_COORD;
1074 glFogi(GL_FOG_MODE, GL_LINEAR);
1075 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1076 break;
1078 default:
1079 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1080 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1083 } else {
1084 new_source = FOGSOURCE_FFP;
1086 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1087 case WINED3DFOG_EXP:
1088 glFogi(GL_FOG_MODE, GL_EXP);
1089 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1090 break;
1092 case WINED3DFOG_EXP2:
1093 glFogi(GL_FOG_MODE, GL_EXP2);
1094 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1095 break;
1097 case WINED3DFOG_LINEAR:
1098 glFogi(GL_FOG_MODE, GL_LINEAR);
1099 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1100 break;
1102 case WINED3DFOG_NONE: /* Won't happen */
1103 default:
1104 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1108 glEnableWINE(GL_FOG);
1109 checkGLcall("glEnable GL_FOG");
1110 if(new_source != context->fog_source) {
1111 context->fog_source = new_source;
1112 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1116 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1117 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1118 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1122 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1123 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1124 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1125 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1126 } else {
1127 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1128 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1132 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1133 float col[4];
1134 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1135 glFogfv(GL_FOG_COLOR, &col[0]);
1136 checkGLcall("glFog GL_FOG_COLOR");
1139 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1140 union {
1141 DWORD d;
1142 float f;
1143 } tmpvalue;
1144 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1145 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1146 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1149 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1150 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1151 GLenum Parm = 0;
1152 const struct wined3d_stream_info_element *diffuse = &device->strided_streams.elements[WINED3D_FFP_DIFFUSE];
1153 BOOL isDiffuseSupplied;
1155 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1156 * The vertex declaration will call this function if the fixed function pipeline is used.
1159 if(isStateDirty(context, STATE_VDECL)) {
1160 return;
1163 isDiffuseSupplied = diffuse->data || diffuse->buffer_object;
1165 context->num_untracked_materials = 0;
1166 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1167 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1168 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1169 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1170 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1171 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1173 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1174 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1175 Parm = GL_AMBIENT_AND_DIFFUSE;
1176 } else {
1177 Parm = GL_DIFFUSE;
1179 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1180 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1181 context->num_untracked_materials++;
1183 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1184 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1185 context->num_untracked_materials++;
1187 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1188 Parm = GL_AMBIENT;
1189 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1190 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1191 context->num_untracked_materials++;
1193 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1194 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1195 context->num_untracked_materials++;
1197 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1198 Parm = GL_EMISSION;
1199 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1200 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1201 context->num_untracked_materials++;
1203 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1204 Parm = GL_SPECULAR;
1208 /* Nothing changed, return. */
1209 if (Parm == context->tracking_parm) return;
1211 if(!Parm) {
1212 glDisable(GL_COLOR_MATERIAL);
1213 checkGLcall("glDisable GL_COLOR_MATERIAL");
1214 } else {
1215 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1216 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1217 glEnable(GL_COLOR_MATERIAL);
1218 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1221 /* Apparently calls to glMaterialfv are ignored for properties we're
1222 * tracking with glColorMaterial, so apply those here. */
1223 switch (context->tracking_parm) {
1224 case GL_AMBIENT_AND_DIFFUSE:
1225 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1226 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1227 checkGLcall("glMaterialfv");
1228 break;
1230 case GL_DIFFUSE:
1231 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1232 checkGLcall("glMaterialfv");
1233 break;
1235 case GL_AMBIENT:
1236 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1237 checkGLcall("glMaterialfv");
1238 break;
1240 case GL_EMISSION:
1241 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1242 checkGLcall("glMaterialfv");
1243 break;
1245 case GL_SPECULAR:
1246 /* Only change material color if specular is enabled, otherwise it is set to black */
1247 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1248 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1249 checkGLcall("glMaterialfv");
1250 } else {
1251 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1252 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1253 checkGLcall("glMaterialfv");
1255 break;
1258 context->tracking_parm = Parm;
1261 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1262 union {
1263 DWORD d;
1264 WINED3DLINEPATTERN lp;
1265 } tmppattern;
1266 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1268 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1270 if (tmppattern.lp.wRepeatFactor) {
1271 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1272 checkGLcall("glLineStipple(repeat, linepattern)");
1273 glEnable(GL_LINE_STIPPLE);
1274 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1275 } else {
1276 glDisable(GL_LINE_STIPPLE);
1277 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1281 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1282 union {
1283 DWORD d;
1284 float f;
1285 } tmpvalue;
1287 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1288 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1289 TRACE("ZBias value %f\n", tmpvalue.f);
1290 glPolygonOffset(0, -tmpvalue.f);
1291 checkGLcall("glPolygonOffset(0, -Value)");
1292 glEnable(GL_POLYGON_OFFSET_FILL);
1293 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1294 glEnable(GL_POLYGON_OFFSET_LINE);
1295 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1296 glEnable(GL_POLYGON_OFFSET_POINT);
1297 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1298 } else {
1299 glDisable(GL_POLYGON_OFFSET_FILL);
1300 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1301 glDisable(GL_POLYGON_OFFSET_LINE);
1302 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1303 glDisable(GL_POLYGON_OFFSET_POINT);
1304 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1309 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1310 if(isStateDirty(context, STATE_VDECL)) {
1311 return;
1313 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1314 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1315 * by zero and is not properly defined in opengl, so avoid it
1317 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1318 && (stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_NORMAL].data
1319 || stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_NORMAL].buffer_object))
1321 glEnable(GL_NORMALIZE);
1322 checkGLcall("glEnable(GL_NORMALIZE);");
1323 } else {
1324 glDisable(GL_NORMALIZE);
1325 checkGLcall("glDisable(GL_NORMALIZE);");
1329 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1330 union {
1331 DWORD d;
1332 float f;
1333 } tmpvalue;
1335 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1336 if(tmpvalue.f != 1.0) {
1337 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1339 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1340 if(tmpvalue.f != 64.0) {
1341 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1346 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1347 union {
1348 DWORD d;
1349 float f;
1350 } min, max;
1352 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1353 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1355 /* Max point size trumps min point size */
1356 if(min.f > max.f) {
1357 min.f = max.f;
1360 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1361 checkGLcall("glPointParameterfEXT(...)");
1362 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1363 checkGLcall("glPointParameterfEXT(...)");
1366 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1367 union {
1368 DWORD d;
1369 float f;
1370 } min, max;
1372 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1373 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1375 /* Max point size trumps min point size */
1376 if(min.f > max.f) {
1377 min.f = max.f;
1380 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1381 checkGLcall("glPointParameterfARB(...)");
1382 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1383 checkGLcall("glPointParameterfARB(...)");
1386 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1387 /* TODO: Group this with the viewport */
1389 * POINTSCALEENABLE controls how point size value is treated. If set to
1390 * true, the point size is scaled with respect to height of viewport.
1391 * When set to false point size is in pixels.
1394 /* Default values */
1395 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1396 union {
1397 DWORD d;
1398 float f;
1399 } pointSize, A, B, C;
1401 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1402 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1403 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1404 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1406 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1407 GLfloat scaleFactor;
1408 float h = stateblock->viewport.Height;
1410 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1412 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1413 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1414 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1415 * are less than 1.0f. scale_factor = 1.0f / point_size.
1417 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1418 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1419 * is 1.0, but then accepts points below that and draws too small points
1421 pointSize.f = GL_LIMITS(pointsizemin);
1422 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1423 /* gl already scales the input to glPointSize,
1424 * d3d scales the result after the point size scale.
1425 * If the point size is bigger than the max size, use the
1426 * scaling to scale it bigger, and set the gl point size to max
1428 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1429 TRACE("scale: %f\n", scaleFactor);
1430 pointSize.f = GL_LIMITS(pointsize);
1431 } else {
1432 scaleFactor = 1.0f;
1434 scaleFactor = pow(h * scaleFactor, 2);
1436 att[0] = A.f / scaleFactor;
1437 att[1] = B.f / scaleFactor;
1438 att[2] = C.f / scaleFactor;
1441 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1442 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1443 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1445 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1446 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1447 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1448 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1449 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1452 glPointSize(pointSize.f);
1453 checkGLcall("glPointSize(...);");
1456 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1457 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1459 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1460 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1461 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1462 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1463 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1464 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1465 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1466 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1467 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1468 checkGLcall("glColorMask(...)");
1470 /* depends on WINED3DRS_COLORWRITEENABLE. */
1471 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1472 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1473 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1474 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1475 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1476 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1477 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1481 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1482 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1483 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1484 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1485 } else {
1486 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1487 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1491 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1492 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1493 TRACE("Last Pixel Drawing Enabled\n");
1494 } else {
1495 static BOOL warned;
1496 if (!warned) {
1497 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1498 warned = TRUE;
1499 } else {
1500 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1505 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1506 BOOL warned = FALSE;
1507 /* TODO: NV_POINT_SPRITE */
1508 if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1509 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1510 FIXME("Point sprites not supported\n");
1511 warned = TRUE;
1515 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1516 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1517 BOOL warned = FALSE;
1518 if(GL_LIMITS(point_sprite_units) < GL_LIMITS(textures) && !warned) {
1519 if(use_ps(stateblock) || stateblock->lowest_disabled_stage > GL_LIMITS(point_sprite_units)) {
1520 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1521 warned = TRUE;
1525 glEnable(GL_POINT_SPRITE_ARB);
1526 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1527 } else {
1528 glDisable(GL_POINT_SPRITE_ARB);
1529 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1533 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1535 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1536 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1537 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1538 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1540 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1542 TRACE("Stub\n");
1543 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1544 stateblock->renderState[WINED3DRS_WRAP1] ||
1545 stateblock->renderState[WINED3DRS_WRAP2] ||
1546 stateblock->renderState[WINED3DRS_WRAP3] ||
1547 stateblock->renderState[WINED3DRS_WRAP4] ||
1548 stateblock->renderState[WINED3DRS_WRAP5] ||
1549 stateblock->renderState[WINED3DRS_WRAP6] ||
1550 stateblock->renderState[WINED3DRS_WRAP7] ||
1551 stateblock->renderState[WINED3DRS_WRAP8] ||
1552 stateblock->renderState[WINED3DRS_WRAP9] ||
1553 stateblock->renderState[WINED3DRS_WRAP10] ||
1554 stateblock->renderState[WINED3DRS_WRAP11] ||
1555 stateblock->renderState[WINED3DRS_WRAP12] ||
1556 stateblock->renderState[WINED3DRS_WRAP13] ||
1557 stateblock->renderState[WINED3DRS_WRAP14] ||
1558 stateblock->renderState[WINED3DRS_WRAP15] ) {
1559 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1563 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1564 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1565 WARN("Multisample antialiasing not supported by gl\n");
1569 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1570 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1571 glEnable(GL_MULTISAMPLE_ARB);
1572 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1573 } else {
1574 glDisable(GL_MULTISAMPLE_ARB);
1575 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1579 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1580 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1581 glEnable(GL_SCISSOR_TEST);
1582 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1583 } else {
1584 glDisable(GL_SCISSOR_TEST);
1585 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1589 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1590 union {
1591 DWORD d;
1592 float f;
1593 } tmpvalue;
1595 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1596 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1597 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1598 glEnable(GL_POLYGON_OFFSET_FILL);
1599 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1600 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1601 checkGLcall("glPolygonOffset(...)");
1602 } else {
1603 glDisable(GL_POLYGON_OFFSET_FILL);
1604 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1608 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1609 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1610 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1611 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1612 } else {
1613 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1614 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1618 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1619 TRACE("Stub\n");
1620 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1621 FIXME(" Stippled Alpha not supported yet.\n");
1624 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1625 TRACE("Stub\n");
1626 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1627 FIXME(" Antialias not supported yet.\n");
1630 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1631 TRACE("Stub\n");
1632 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1633 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1636 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1637 TRACE("Stub\n");
1638 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1639 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1642 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1643 union {
1644 DWORD d;
1645 float f;
1646 } tmpvalue;
1647 tmpvalue.f = 1.0f;
1649 TRACE("Stub\n");
1650 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1652 static BOOL displayed = FALSE;
1654 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1655 if(!displayed)
1656 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1658 displayed = TRUE;
1662 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1663 TRACE("Stub\n");
1664 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1665 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1668 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1669 TRACE("Stub\n");
1670 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1671 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1674 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1675 TRACE("Stub\n");
1676 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1677 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1680 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1681 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1682 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1686 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1687 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1688 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1692 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1693 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1694 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1698 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1699 if(stateblock->renderState[WINED3DRS_ROP2]) {
1700 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1704 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1705 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1706 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1710 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1711 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1712 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1716 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1717 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1718 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1722 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1723 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1724 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1728 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1729 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1730 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1734 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1735 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1736 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1740 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1741 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1742 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1746 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1747 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1748 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1752 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1753 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1754 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1758 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1759 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1760 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1764 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1765 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1766 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1770 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1771 #if defined (GL_VERSION_1_3)
1772 # define useext(A) A
1773 #elif defined (GL_EXT_texture_env_combine)
1774 # define useext(A) A##_EXT
1775 #elif defined (GL_ARB_texture_env_combine)
1776 # define useext(A) A##_ARB
1777 #endif
1779 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1780 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1781 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1782 * flag specifies the complement of the input should be used. */
1783 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1784 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1786 /* Calculate the operand */
1787 if (complement) {
1788 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1789 else *operand = GL_ONE_MINUS_SRC_COLOR;
1790 } else {
1791 if (from_alpha) *operand = GL_SRC_ALPHA;
1792 else *operand = GL_SRC_COLOR;
1795 /* Calculate the source */
1796 switch (arg & WINED3DTA_SELECTMASK) {
1797 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1798 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1799 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1800 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1801 case WINED3DTA_SPECULAR:
1803 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1804 * 'Secondary color' and isn't supported until base GL supports it
1805 * There is no concept of temp registers as far as I can tell
1807 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1808 *source = GL_TEXTURE;
1809 break;
1810 default:
1811 FIXME("Unrecognized texture arg %#x\n", arg);
1812 *source = GL_TEXTURE;
1813 break;
1817 /* Setup the texture operations texture stage states */
1818 static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1820 GLenum src1, src2, src3;
1821 GLenum opr1, opr2, opr3;
1822 GLenum comb_target;
1823 GLenum src0_target, src1_target, src2_target;
1824 GLenum opr0_target, opr1_target, opr2_target;
1825 GLenum scal_target;
1826 GLenum opr=0, invopr, src3_target, opr3_target;
1827 BOOL Handled = FALSE;
1828 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1829 IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
1831 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1833 /* This is called by a state handler which has the gl lock held and a context for the thread */
1835 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1836 the form (a1 <operation> a2). However, some of the more complex operations
1837 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1838 in a third parameter called a0. Therefore these are operations of the form
1839 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1841 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1842 functions below, expect their syntax to differ slightly to those listed in the
1843 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1844 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1846 if (isAlpha) {
1847 comb_target = useext(GL_COMBINE_ALPHA);
1848 src0_target = useext(GL_SOURCE0_ALPHA);
1849 src1_target = useext(GL_SOURCE1_ALPHA);
1850 src2_target = useext(GL_SOURCE2_ALPHA);
1851 opr0_target = useext(GL_OPERAND0_ALPHA);
1852 opr1_target = useext(GL_OPERAND1_ALPHA);
1853 opr2_target = useext(GL_OPERAND2_ALPHA);
1854 scal_target = GL_ALPHA_SCALE;
1856 else {
1857 comb_target = useext(GL_COMBINE_RGB);
1858 src0_target = useext(GL_SOURCE0_RGB);
1859 src1_target = useext(GL_SOURCE1_RGB);
1860 src2_target = useext(GL_SOURCE2_RGB);
1861 opr0_target = useext(GL_OPERAND0_RGB);
1862 opr1_target = useext(GL_OPERAND1_RGB);
1863 opr2_target = useext(GL_OPERAND2_RGB);
1864 scal_target = useext(GL_RGB_SCALE);
1867 /* If a texture stage references an invalid texture unit the stage just
1868 * passes through the result from the previous stage */
1869 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1870 arg1 = WINED3DTA_CURRENT;
1871 op = WINED3DTOP_SELECTARG1;
1874 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1875 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1876 } else {
1877 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1879 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1880 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1882 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1884 Handled = TRUE; /* Assume will be handled */
1886 /* Other texture operations require special extensions: */
1887 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1888 if (isAlpha) {
1889 opr = GL_SRC_ALPHA;
1890 invopr = GL_ONE_MINUS_SRC_ALPHA;
1891 src3_target = GL_SOURCE3_ALPHA_NV;
1892 opr3_target = GL_OPERAND3_ALPHA_NV;
1893 } else {
1894 opr = GL_SRC_COLOR;
1895 invopr = GL_ONE_MINUS_SRC_COLOR;
1896 src3_target = GL_SOURCE3_RGB_NV;
1897 opr3_target = GL_OPERAND3_RGB_NV;
1899 switch (op) {
1900 case WINED3DTOP_DISABLE: /* Only for alpha */
1901 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1902 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
1903 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
1904 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1905 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
1906 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1907 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1908 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1909 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1910 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1911 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1912 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1913 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1914 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1915 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1916 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1917 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1918 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1919 break;
1920 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
1921 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
1922 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1923 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
1924 if (op == WINED3DTOP_SELECTARG1) {
1925 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1926 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1927 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1928 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1929 } else {
1930 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
1931 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
1932 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
1933 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
1935 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1936 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1937 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1938 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1939 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1940 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1941 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1942 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1943 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1944 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1945 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1946 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1947 break;
1949 case WINED3DTOP_MODULATE:
1950 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1951 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1952 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1953 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1954 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1955 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1956 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
1957 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1958 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
1959 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1960 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1961 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
1962 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1963 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
1964 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1965 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1966 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1967 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
1968 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
1969 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
1970 break;
1971 case WINED3DTOP_MODULATE2X:
1972 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1973 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1974 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1975 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1976 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1977 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1978 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
1979 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1980 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
1981 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1982 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1983 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
1984 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1985 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
1986 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1987 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1988 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1989 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
1990 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
1991 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
1992 break;
1993 case WINED3DTOP_MODULATE4X:
1994 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1995 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
1996 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1997 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1998 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1999 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2000 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2001 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2002 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2003 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2004 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2005 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2006 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2007 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2008 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2009 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2010 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2011 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2012 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2013 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2014 break;
2016 case WINED3DTOP_ADD:
2017 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2018 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2019 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2020 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2021 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2022 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2023 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2024 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2025 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2026 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2027 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2028 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2029 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2030 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2031 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2032 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2033 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2034 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2035 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2036 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2037 break;
2039 case WINED3DTOP_ADDSIGNED:
2040 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2041 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2042 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2043 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2044 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2045 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2046 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2047 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2048 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2049 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2050 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2051 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2052 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2053 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2054 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2055 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2056 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2057 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2058 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2059 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2060 break;
2062 case WINED3DTOP_ADDSIGNED2X:
2063 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2064 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2065 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2066 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2067 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2068 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2069 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2070 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2071 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2072 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2073 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2074 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2075 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2076 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2077 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2078 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2079 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2080 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2081 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2082 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2083 break;
2085 case WINED3DTOP_ADDSMOOTH:
2086 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2087 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2088 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2089 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2090 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2091 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2092 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2093 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2094 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2095 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2096 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2097 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2098 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2099 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2100 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2101 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2102 switch (opr1) {
2103 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2104 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2105 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2106 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2108 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2109 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2110 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2111 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2112 break;
2114 case WINED3DTOP_BLENDDIFFUSEALPHA:
2115 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2116 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2117 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2118 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2119 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2120 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2121 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2122 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2123 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2124 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2125 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2126 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2127 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2128 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2129 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2130 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2131 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2132 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2133 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2134 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2135 break;
2136 case WINED3DTOP_BLENDTEXTUREALPHA:
2137 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2138 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2139 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2140 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2141 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2142 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2143 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2144 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2145 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2146 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2147 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2148 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2149 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2150 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2151 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2152 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2153 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2154 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2155 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2156 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2157 break;
2158 case WINED3DTOP_BLENDFACTORALPHA:
2159 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2160 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2161 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2162 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2163 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2164 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2165 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2166 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2167 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2168 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2169 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2170 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2171 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2172 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2173 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2174 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2175 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2176 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2177 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2178 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2179 break;
2180 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2181 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2182 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2183 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2184 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2185 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2186 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2187 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2188 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2189 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2190 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2191 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2192 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2193 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2194 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2195 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2196 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2197 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2198 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2199 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2200 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2201 break;
2202 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2203 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2204 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2205 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2206 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2207 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2208 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2209 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2210 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2211 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2212 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2213 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2214 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2215 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2216 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2217 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2218 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2219 switch (opr) {
2220 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2221 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2223 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2224 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2225 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2226 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2227 break;
2228 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2229 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2230 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2231 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2232 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2233 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2234 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2235 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2236 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2237 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2238 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2239 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2240 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2241 switch (opr1) {
2242 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2243 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2245 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2246 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2247 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2248 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2249 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2250 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2251 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2252 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2253 break;
2254 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2255 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2256 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2257 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2258 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2259 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2260 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2261 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2262 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2263 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2264 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2265 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2266 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2267 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2268 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2269 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2270 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2271 switch (opr1) {
2272 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2273 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2274 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2275 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2277 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2278 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2279 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2280 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2281 break;
2282 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2283 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2284 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2285 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2286 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2287 switch (opr1) {
2288 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2289 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2290 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2291 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2293 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2294 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2295 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2296 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2297 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2298 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2299 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2300 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2301 switch (opr1) {
2302 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2303 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2305 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2306 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2307 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2308 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2309 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2310 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2311 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2312 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2313 break;
2314 case WINED3DTOP_MULTIPLYADD:
2315 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2316 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2317 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2318 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2319 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2320 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2321 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2322 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2323 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2324 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2325 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2326 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2327 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2328 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2329 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2330 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2331 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2332 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2333 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2334 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2335 break;
2337 case WINED3DTOP_BUMPENVMAP:
2341 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2342 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2344 default:
2345 Handled = FALSE;
2347 if (Handled) {
2348 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2349 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2351 return;
2353 } /* GL_NV_texture_env_combine4 */
2355 Handled = TRUE; /* Again, assume handled */
2356 switch (op) {
2357 case WINED3DTOP_DISABLE: /* Only for alpha */
2358 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2359 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2360 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2361 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2362 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2363 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2364 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2365 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2366 break;
2367 case WINED3DTOP_SELECTARG1:
2368 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2369 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2370 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2371 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2372 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2373 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2374 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2375 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2376 break;
2377 case WINED3DTOP_SELECTARG2:
2378 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2379 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2380 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2381 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2382 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2383 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2384 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2385 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2386 break;
2387 case WINED3DTOP_MODULATE:
2388 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2389 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2390 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2391 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2392 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2393 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2394 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2395 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2396 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2397 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2398 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2399 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2400 break;
2401 case WINED3DTOP_MODULATE2X:
2402 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2403 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2404 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2405 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2406 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2407 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2408 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2409 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2410 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2411 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2412 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2413 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2414 break;
2415 case WINED3DTOP_MODULATE4X:
2416 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2417 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2418 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2419 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2420 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2421 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2422 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2423 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2424 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2425 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2426 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2427 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2428 break;
2429 case WINED3DTOP_ADD:
2430 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2431 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2432 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2433 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2434 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2435 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2436 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2437 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2438 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2439 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2440 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2441 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2442 break;
2443 case WINED3DTOP_ADDSIGNED:
2444 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2445 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2446 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2447 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2448 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2449 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2450 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2451 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2452 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2453 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2454 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2455 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2456 break;
2457 case WINED3DTOP_ADDSIGNED2X:
2458 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2459 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2460 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2461 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2462 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2463 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2464 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2465 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2466 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2467 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2468 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2469 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2470 break;
2471 case WINED3DTOP_SUBTRACT:
2472 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
2473 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2474 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2475 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2476 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2477 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2478 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2479 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2480 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2481 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2482 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2483 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2484 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2485 } else {
2486 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2488 break;
2490 case WINED3DTOP_BLENDDIFFUSEALPHA:
2491 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2492 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2493 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2494 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2495 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2496 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2497 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2498 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2499 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2500 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2501 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2502 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2503 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2504 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2505 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2506 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2507 break;
2508 case WINED3DTOP_BLENDTEXTUREALPHA:
2509 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2510 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2511 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2512 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2513 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2514 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2515 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2516 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2517 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2518 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2519 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2520 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2521 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2522 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2523 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2524 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2525 break;
2526 case WINED3DTOP_BLENDFACTORALPHA:
2527 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2528 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2529 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2530 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2531 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2532 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2533 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2534 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2535 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2536 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2537 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2538 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2539 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2540 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2541 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2542 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2543 break;
2544 case WINED3DTOP_BLENDCURRENTALPHA:
2545 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2546 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2547 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2548 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2549 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2550 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2551 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2552 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2553 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2554 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2555 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2556 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2557 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2558 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2559 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2560 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2561 break;
2562 case WINED3DTOP_DOTPRODUCT3:
2563 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
2564 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2565 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2566 } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
2567 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2568 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2569 } else {
2570 FIXME("This version of opengl does not support GL_DOT3\n");
2572 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2573 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2574 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2575 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2576 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2577 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2578 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2579 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2580 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2581 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2582 break;
2583 case WINED3DTOP_LERP:
2584 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2585 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2586 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2587 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2588 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2589 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2590 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2591 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2592 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2593 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2594 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2595 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2596 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2597 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2598 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2599 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2600 break;
2601 case WINED3DTOP_ADDSMOOTH:
2602 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2603 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2604 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2605 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2606 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2607 switch (opr1) {
2608 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2609 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2610 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2611 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2613 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2614 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2615 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2616 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2617 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2618 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2619 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2620 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2621 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2622 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2623 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2624 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2625 } else
2626 Handled = FALSE;
2627 break;
2628 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2629 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2630 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2631 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2632 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2633 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2634 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2635 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2636 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2637 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2638 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2639 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2640 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2641 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2642 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2643 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2644 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2645 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2646 } else
2647 Handled = FALSE;
2648 break;
2649 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2650 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2651 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2652 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2653 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2654 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2655 switch (opr1) {
2656 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2657 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2658 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2659 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2661 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2662 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2663 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2664 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2665 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2666 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2667 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2668 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2669 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2670 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2671 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2672 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2673 } else
2674 Handled = FALSE;
2675 break;
2676 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2677 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2678 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2679 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2680 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2681 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2682 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2683 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2684 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2685 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2686 switch (opr1) {
2687 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2688 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2689 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2690 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2692 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2693 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2694 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2695 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2696 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2697 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2698 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2699 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2700 } else
2701 Handled = FALSE;
2702 break;
2703 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2704 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2705 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2706 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2707 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2708 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2709 switch (opr1) {
2710 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2711 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2712 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2713 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2715 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2716 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2717 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2718 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2719 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2720 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2721 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2722 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2723 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2724 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2725 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2726 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2727 } else
2728 Handled = FALSE;
2729 break;
2730 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2731 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2732 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2733 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2734 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2735 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2736 switch (opr1) {
2737 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2738 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2739 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2740 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2742 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2743 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2744 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2745 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2746 switch (opr1) {
2747 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2748 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2749 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2750 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2752 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2753 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2754 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2755 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2756 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2757 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2758 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2759 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2760 } else
2761 Handled = FALSE;
2762 break;
2763 case WINED3DTOP_MULTIPLYADD:
2764 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2765 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2766 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2767 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2768 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2769 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2770 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2771 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2772 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2773 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2774 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2775 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2776 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2777 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2778 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2779 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2780 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2781 } else
2782 Handled = FALSE;
2783 break;
2784 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2785 case WINED3DTOP_BUMPENVMAP:
2786 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2787 /* Technically texture shader support without register combiners is possible, but not expected to occur
2788 * on real world cards, so for now a fixme should be enough
2790 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2792 default:
2793 Handled = FALSE;
2796 if (Handled) {
2797 BOOL combineOK = TRUE;
2798 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2799 DWORD op2;
2801 if (isAlpha) {
2802 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2803 } else {
2804 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2807 /* Note: If COMBINE4 in effect can't go back to combine! */
2808 switch (op2) {
2809 case WINED3DTOP_ADDSMOOTH:
2810 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2811 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2812 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2813 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2814 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2815 case WINED3DTOP_MULTIPLYADD:
2816 /* Ignore those implemented in both cases */
2817 switch (op) {
2818 case WINED3DTOP_SELECTARG1:
2819 case WINED3DTOP_SELECTARG2:
2820 combineOK = FALSE;
2821 Handled = FALSE;
2822 break;
2823 default:
2824 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2825 return;
2830 if (combineOK) {
2831 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2832 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2834 return;
2838 /* After all the extensions, if still unhandled, report fixme */
2839 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2843 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2844 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2845 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2846 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2848 TRACE("Setting color op for stage %d\n", stage);
2850 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2851 if (use_ps(stateblock)) return;
2853 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2855 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2857 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2858 FIXME("Attempt to enable unsupported stage!\n");
2859 return;
2861 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2862 checkGLcall("glActiveTextureARB");
2865 if(stage >= stateblock->lowest_disabled_stage) {
2866 TRACE("Stage disabled\n");
2867 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2869 /* Disable everything here */
2870 glDisable(GL_TEXTURE_2D);
2871 checkGLcall("glDisable(GL_TEXTURE_2D)");
2872 glDisable(GL_TEXTURE_3D);
2873 checkGLcall("glDisable(GL_TEXTURE_3D)");
2874 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2875 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2876 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2878 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2879 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2880 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2883 /* All done */
2884 return;
2887 /* The sampler will also activate the correct texture dimensions, so no need to do it here
2888 * if the sampler for this stage is dirty
2890 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
2891 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
2894 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2895 stateblock->textureState[stage][WINED3DTSS_COLOROP],
2896 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2897 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2898 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2901 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2902 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2903 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2904 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2905 DWORD op, arg1, arg2, arg0;
2907 TRACE("Setting alpha op for stage %d\n", stage);
2908 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2909 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2911 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2912 FIXME("Attempt to enable unsupported stage!\n");
2913 return;
2915 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2916 checkGLcall("glActiveTextureARB");
2919 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
2920 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
2921 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
2922 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
2924 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
2926 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
2928 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
2930 IWineD3DSurfaceImpl *surf;
2932 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
2934 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
2936 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
2937 * properly. On the other hand applications can still use texture combiners apparently. This code
2938 * takes care that apps cannot remove the texture's alpha channel entirely.
2940 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
2941 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
2942 * and alpha component of diffuse color to draw things like translucent text and perform other
2943 * blending effects.
2945 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
2946 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
2947 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
2948 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
2949 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
2950 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
2951 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
2952 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
2953 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
2954 * alpha.
2956 * What to do with multitexturing? So far no app has been found that uses color keying with
2957 * multitexturing */
2958 if (op == WINED3DTOP_DISABLE)
2960 arg1 = WINED3DTA_TEXTURE;
2961 op = WINED3DTOP_SELECTARG1;
2963 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
2965 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2967 arg2 = WINED3DTA_TEXTURE;
2968 op = WINED3DTOP_MODULATE;
2970 else arg1 = WINED3DTA_TEXTURE;
2972 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
2974 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
2976 arg1 = WINED3DTA_TEXTURE;
2977 op = WINED3DTOP_MODULATE;
2979 else arg2 = WINED3DTA_TEXTURE;
2985 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
2986 * this if block here, and the other code(color keying, texture unit selection) are the same
2988 TRACE("Setting alpha op for stage %d\n", stage);
2989 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2990 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2991 op, arg1, arg2, arg0,
2992 mapped_stage,
2993 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
2994 } else {
2995 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
2996 op, arg1, arg2, arg0);
3000 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3001 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3002 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3003 BOOL generated;
3004 int coordIdx;
3006 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3007 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3009 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3010 return;
3013 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3015 if(mapped_stage >= GL_LIMITS(textures)) {
3016 return;
3018 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3019 checkGLcall("glActiveTextureARB");
3020 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3021 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3023 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3024 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3025 stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].stride
3026 ? stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3027 : WINED3DFMT_UNKNOWN,
3028 stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3030 /* The sampler applying function calls us if this changes */
3031 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3033 if(generated) {
3034 FIXME("Non-power2 texture being used with generated texture coords\n");
3036 /* NP2 texcoord fixup is implemented for pixelshaders (currently only in GLSL backend) so
3037 only enable the fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3038 if (!use_ps(stateblock)) {
3039 TRACE("Non power two matrix multiply fixup\n");
3040 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3045 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
3046 unsigned int texture_idx;
3048 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3049 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3050 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3054 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const struct wined3d_stream_info *si, GLuint *curVBO)
3056 const UINT *offset = stateblock->streamOffset;
3057 unsigned int mapped_stage = 0;
3058 unsigned int textureNo = 0;
3060 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3061 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3062 const struct wined3d_stream_info_element *e;
3064 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3065 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3067 e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3068 if (coordIdx < MAX_TEXTURES && (e->data || e->buffer_object))
3070 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3071 textureNo, mapped_stage, coordIdx, e->data);
3073 if (*curVBO != e->buffer_object)
3075 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3076 checkGLcall("glBindBufferARB");
3077 *curVBO = e->buffer_object;
3080 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3081 checkGLcall("glClientActiveTextureARB");
3083 /* The coords to supply depend completely on the fvf / vertex shader */
3084 glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3085 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3086 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3087 } else {
3088 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3091 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3092 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3093 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3094 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3098 checkGLcall("loadTexCoords");
3101 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3102 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3103 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3104 static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3105 static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3106 static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3107 static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3109 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3111 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3112 return;
3115 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3116 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3117 return;
3119 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3120 checkGLcall("glActiveTextureARB");
3122 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3124 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3125 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3126 * means use the vertex position (camera-space) as the input texture coordinates
3127 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3128 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3129 * to the TEXCOORDINDEX value
3131 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3133 case WINED3DTSS_TCI_PASSTHRU:
3134 /* Use the specified texture coordinates contained within the
3135 * vertex format. This value resolves to zero. */
3136 glDisable(GL_TEXTURE_GEN_S);
3137 glDisable(GL_TEXTURE_GEN_T);
3138 glDisable(GL_TEXTURE_GEN_R);
3139 glDisable(GL_TEXTURE_GEN_Q);
3140 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3141 break;
3143 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3144 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3145 * as the input texture coordinates for this stage's texture transformation. This
3146 * equates roughly to EYE_LINEAR */
3148 glMatrixMode(GL_MODELVIEW);
3149 glPushMatrix();
3150 glLoadIdentity();
3151 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3152 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3153 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3154 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3155 glPopMatrix();
3156 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3158 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3159 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3160 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3161 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3163 glEnable(GL_TEXTURE_GEN_S);
3164 glEnable(GL_TEXTURE_GEN_T);
3165 glEnable(GL_TEXTURE_GEN_R);
3166 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3168 break;
3170 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3171 /* Note that NV_TEXGEN_REFLECTION support is implied when
3172 * ARB_TEXTURE_CUBE_MAP is supported */
3173 if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
3175 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3176 break;
3179 glMatrixMode(GL_MODELVIEW);
3180 glPushMatrix();
3181 glLoadIdentity();
3182 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3183 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3184 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3185 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3186 glPopMatrix();
3187 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3189 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3190 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3191 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3192 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3194 glEnable(GL_TEXTURE_GEN_S);
3195 glEnable(GL_TEXTURE_GEN_T);
3196 glEnable(GL_TEXTURE_GEN_R);
3197 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3199 break;
3201 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3202 /* Note that NV_TEXGEN_REFLECTION support is implied when
3203 * ARB_TEXTURE_CUBE_MAP is supported */
3204 if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
3206 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3207 break;
3210 glMatrixMode(GL_MODELVIEW);
3211 glPushMatrix();
3212 glLoadIdentity();
3213 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3214 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3215 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3216 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3217 glPopMatrix();
3218 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3220 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3221 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3222 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3223 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3225 glEnable(GL_TEXTURE_GEN_S);
3226 glEnable(GL_TEXTURE_GEN_T);
3227 glEnable(GL_TEXTURE_GEN_R);
3228 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3230 break;
3232 case WINED3DTSS_TCI_SPHEREMAP:
3233 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3234 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3235 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3237 glEnable(GL_TEXTURE_GEN_S);
3238 glEnable(GL_TEXTURE_GEN_T);
3239 glDisable(GL_TEXTURE_GEN_R);
3240 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3242 break;
3244 default:
3245 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3246 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3247 glDisable(GL_TEXTURE_GEN_S);
3248 glDisable(GL_TEXTURE_GEN_T);
3249 glDisable(GL_TEXTURE_GEN_R);
3250 glDisable(GL_TEXTURE_GEN_Q);
3251 checkGLcall("Disable texgen.");
3253 break;
3256 /* Update the texture matrix */
3257 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3258 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3261 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3262 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3263 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3264 * and do all the things linked to it
3265 * TODO: Tidy that up to reload only the arrays of the changed unit
3267 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
3269 unloadTexCoords(stateblock);
3270 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3274 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3275 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3277 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3278 * has an update pending
3280 if(isStateDirty(context, STATE_VDECL) ||
3281 isStateDirty(context, STATE_PIXELSHADER)) {
3282 return;
3285 device->shader_backend->shader_load_constants((IWineD3DDevice *)device, use_ps(stateblock), use_vs(stateblock));
3288 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3289 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3291 if(stateblock->pixelShader && stage != 0 &&
3292 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3293 /* The pixel shader has to know the luminance scale. Do a constants update if it
3294 * isn't scheduled anyway
3296 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3297 !isStateDirty(context, STATE_PIXELSHADER)) {
3298 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3303 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3304 const DWORD sampler = state - STATE_SAMPLER(0);
3305 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3307 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3309 if(!texture) return;
3310 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3311 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
3312 * scaling is reapplied or removed, the texture matrix has to be reapplied
3314 * The mapped stage is already active because the sampler() function below, which is part of the
3315 * misc pipeline
3317 if(sampler < MAX_TEXTURES) {
3318 const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3320 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3322 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3323 else context->lastWasPow2Texture &= ~(1 << sampler);
3324 transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3329 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3330 DWORD sampler = state - STATE_SAMPLER(0);
3331 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3332 union {
3333 float f;
3334 DWORD d;
3335 } tmpvalue;
3337 TRACE("Sampler: %d\n", sampler);
3338 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3339 * only has to bind textures and set the per texture states
3342 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3344 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3345 return;
3348 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3349 return;
3351 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3352 checkGLcall("glActiveTextureARB");
3354 if(stateblock->textures[sampler]) {
3355 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3356 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3357 tex_impl->baseTexture.internal_preload(stateblock->textures[sampler], srgb ? SRGB_SRGB : SRGB_RGB);
3358 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3359 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3361 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3362 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3363 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3364 GL_TEXTURE_LOD_BIAS_EXT,
3365 tmpvalue.f);
3366 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3369 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3371 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3372 /* If color keying is enabled update the alpha test, it depends on the existence
3373 * of a color key in stage 0
3375 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3379 /* Trigger shader constant reloading (for NP2 texcoord fixup)
3380 * Only do this if pshaders are used (note: fixup is currently only implemented in GLSL). */
3381 if (!tex_impl->baseTexture.pow2Matrix_identity) {
3382 IWineD3DDeviceImpl* d3ddevice = stateblock->wineD3DDevice;
3383 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3384 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3386 } else if(mapped_stage < GL_LIMITS(textures)) {
3387 if(sampler < stateblock->lowest_disabled_stage) {
3388 /* TODO: What should I do with pixel shaders here ??? */
3389 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3390 /* If color keying is enabled update the alpha test, it depends on the existence
3391 * of a color key in stage 0
3393 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3395 } /* Otherwise tex_colorop disables the stage */
3396 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3397 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3401 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3402 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3403 BOOL use_pshader = use_ps(stateblock);
3404 BOOL use_vshader = use_vs(stateblock);
3405 int i;
3407 if (use_pshader) {
3408 if(!context->last_was_pshader) {
3409 /* Former draw without a pixel shader, some samplers
3410 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3411 * make sure to enable them
3413 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3414 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3415 sampler(STATE_SAMPLER(i), stateblock, context);
3418 context->last_was_pshader = TRUE;
3419 } else {
3420 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3421 * if a different texture was bound. I don't have to do anything.
3424 } else {
3425 /* Disabled the pixel shader - color ops weren't applied
3426 * while it was enabled, so re-apply them.
3428 for(i=0; i < MAX_TEXTURES; i++) {
3429 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3430 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3431 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3434 context->last_was_pshader = FALSE;
3437 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3438 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3440 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3441 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3446 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3447 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3448 if(stateblock->pixelShader && stage != 0 &&
3449 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3450 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3451 * anyway
3453 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3454 !isStateDirty(context, STATE_PIXELSHADER)) {
3455 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3460 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3461 /* This function is called by transform_view below if the view matrix was changed too
3463 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3464 * does not always update the world matrix, only on a switch between transformed
3465 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3466 * draw, but that should be rather rare and cheaper in total.
3468 glMatrixMode(GL_MODELVIEW);
3469 checkGLcall("glMatrixMode");
3471 if(context->last_was_rhw) {
3472 glLoadIdentity();
3473 checkGLcall("glLoadIdentity()");
3474 } else {
3475 /* In the general case, the view matrix is the identity matrix */
3476 if (stateblock->wineD3DDevice->view_ident) {
3477 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3478 checkGLcall("glLoadMatrixf");
3479 } else {
3480 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3481 checkGLcall("glLoadMatrixf");
3482 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3483 checkGLcall("glMultMatrixf");
3488 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3489 UINT index = state - STATE_CLIPPLANE(0);
3491 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3492 return;
3495 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3496 glMatrixMode(GL_MODELVIEW);
3497 glPushMatrix();
3498 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3500 TRACE("Clipplane [%f,%f,%f,%f]\n",
3501 stateblock->clipplane[index][0],
3502 stateblock->clipplane[index][1],
3503 stateblock->clipplane[index][2],
3504 stateblock->clipplane[index][3]);
3505 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3506 checkGLcall("glClipPlane");
3508 glPopMatrix();
3511 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3512 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3513 GLenum glMat;
3514 TRACE("Setting world matrix %d\n", matrix);
3516 if(matrix >= GL_LIMITS(blends)) {
3517 WARN("Unsupported blend matrix set\n");
3518 return;
3519 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3520 return;
3523 /* GL_MODELVIEW0_ARB: 0x1700
3524 * GL_MODELVIEW1_ARB: 0x850a
3525 * GL_MODELVIEW2_ARB: 0x8722
3526 * GL_MODELVIEW3_ARB: 0x8723
3527 * etc
3528 * GL_MODELVIEW31_ARB: 0x873F
3530 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3531 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3533 glMatrixMode(glMat);
3534 checkGLcall("glMatrixMode(glMat)");
3536 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3537 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3539 if(stateblock->wineD3DDevice->view_ident) {
3540 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3541 checkGLcall("glLoadMatrixf");
3542 } else {
3543 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3544 checkGLcall("glLoadMatrixf");
3545 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3546 checkGLcall("glMultMatrixf");
3550 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3551 static BOOL once = FALSE;
3553 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3554 case WINED3DVBF_1WEIGHTS:
3555 case WINED3DVBF_2WEIGHTS:
3556 case WINED3DVBF_3WEIGHTS:
3557 if(!once) {
3558 once = TRUE;
3559 /* TODO: Implement vertex blending in drawStridedSlow */
3560 FIXME("Vertex blending enabled, but not supported by hardware\n");
3562 break;
3564 case WINED3DVBF_TWEENING:
3565 WARN("Tweening not supported yet\n");
3569 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3570 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3572 switch(val) {
3573 case WINED3DVBF_1WEIGHTS:
3574 case WINED3DVBF_2WEIGHTS:
3575 case WINED3DVBF_3WEIGHTS:
3576 glEnable(GL_VERTEX_BLEND_ARB);
3577 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3579 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3580 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3582 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3584 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3585 unsigned int i;
3586 for(i = 1; i < GL_LIMITS(blends); i++) {
3587 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3588 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3591 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3593 break;
3595 case WINED3DVBF_DISABLE:
3596 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3597 glDisable(GL_VERTEX_BLEND_ARB);
3598 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3599 break;
3601 case WINED3DVBF_TWEENING:
3602 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3603 * vertex weights in the vertices?
3604 * For now we don't report that as supported, so a warn should suffice
3606 WARN("Tweening not supported yet\n");
3607 break;
3611 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3612 unsigned int k;
3614 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3615 * NOTE: We have to reset the positions even if the light/plane is not currently
3616 * enabled, since the call to enable it will not reset the position.
3617 * NOTE2: Apparently texture transforms do NOT need reapplying
3620 const PLIGHTINFOEL *light = NULL;
3622 glMatrixMode(GL_MODELVIEW);
3623 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3624 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3625 checkGLcall("glLoadMatrixf(...)");
3627 /* Reset lights. TODO: Call light apply func */
3628 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3629 light = stateblock->activeLights[k];
3630 if(!light) continue;
3631 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3632 checkGLcall("glLightfv posn");
3633 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3634 checkGLcall("glLightfv dirn");
3637 /* Reset Clipping Planes */
3638 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3639 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3640 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3644 if(context->last_was_rhw) {
3645 glLoadIdentity();
3646 checkGLcall("glLoadIdentity()");
3647 /* No need to update the world matrix, the identity is fine */
3648 return;
3651 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3652 * No need to do it here if the state is scheduled for update.
3654 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3655 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3658 /* Avoid looping over a number of matrices if the app never used the functionality */
3659 if(stateblock->wineD3DDevice->vertexBlendUsed) {
3660 for(k = 1; k < GL_LIMITS(blends); k++) {
3661 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3662 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3668 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3669 glMatrixMode(GL_PROJECTION);
3670 checkGLcall("glMatrixMode(GL_PROJECTION)");
3671 glLoadIdentity();
3672 checkGLcall("glLoadIdentity");
3674 if(context->last_was_rhw) {
3675 double X, Y, height, width, minZ, maxZ;
3677 X = stateblock->viewport.X;
3678 Y = stateblock->viewport.Y;
3679 height = stateblock->viewport.Height;
3680 width = stateblock->viewport.Width;
3681 minZ = stateblock->viewport.MinZ;
3682 maxZ = stateblock->viewport.MaxZ;
3684 if(!stateblock->wineD3DDevice->untransformed) {
3685 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3686 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3687 * suppress depth clipping. This can be done because it is an orthogonal projection and
3688 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3689 * Persia 3D need this.
3691 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3692 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3693 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3694 * to the viewer.
3696 * Also note that this breaks z comparison against z values filled in with clear,
3697 * but no app depending on that and disabled clipping has been found yet. Comparing
3698 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3699 * surface removal.
3701 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3702 * but this would break Z buffer operation. Raising the range to something less than
3703 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3704 * problem either.
3706 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3707 if(stateblock->wineD3DDevice->render_offscreen) {
3708 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3709 } else {
3710 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3712 } else {
3713 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3714 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3715 * unmodified to opengl.
3717 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3718 * replacement shader.
3720 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3721 if(stateblock->wineD3DDevice->render_offscreen) {
3722 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3723 } else {
3724 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3727 checkGLcall("glOrtho");
3729 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3730 glTranslatef(0.5, 0.5, 0);
3731 checkGLcall("glTranslatef(0.5, 0.5, 0)");
3732 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3733 * render everything upside down when rendering offscreen. */
3734 if (stateblock->wineD3DDevice->render_offscreen) {
3735 glScalef(1.0, -1.0, 1.0);
3736 checkGLcall("glScalef");
3738 } else {
3739 /* The rule is that the window coordinate 0 does not correspond to the
3740 beginning of the first pixel, but the center of the first pixel.
3741 As a consequence if you want to correctly draw one line exactly from
3742 the left to the right end of the viewport (with all matrices set to
3743 be identity), the x coords of both ends of the line would be not
3744 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3745 instead.
3747 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3748 divide by the Width/Height, so we need the half range(1.0) to translate by
3749 half a pixel.
3751 The other fun is that d3d's output z range after the transformation is [0;1],
3752 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3753 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3754 of Z buffer precision and the clear values do not match in the z test. Thus scale
3755 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3759 * Careful with the order of operations here, we're essentially working backwards:
3760 * x = x + 1/w;
3761 * y = (y - 1/h) * flip;
3762 * z = z * 2 - 1;
3764 * Becomes:
3765 * glTranslatef(0.0, 0.0, -1.0);
3766 * glScalef(1.0, 1.0, 2.0);
3768 * glScalef(1.0, flip, 1.0);
3769 * glTranslatef(1/w, -1/h, 0.0);
3771 * This is equivalent to:
3772 * glTranslatef(1/w, -flip/h, -1.0)
3773 * glScalef(1.0, flip, 2.0);
3776 if (stateblock->wineD3DDevice->render_offscreen) {
3777 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3778 * render everything upside down when rendering offscreen. */
3779 glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
3780 checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
3781 glScalef(1.0, -1.0, 2.0);
3782 } else {
3783 glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
3784 checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
3785 glScalef(1.0, 1.0, 2.0);
3787 checkGLcall("glScalef");
3789 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3790 checkGLcall("glLoadMatrixf");
3794 /* This should match any arrays loaded in loadVertexData.
3795 * stateblock impl is required for GL_SUPPORT
3796 * TODO: Only load / unload arrays if we have to.
3798 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
3799 glDisableClientState(GL_VERTEX_ARRAY);
3800 glDisableClientState(GL_NORMAL_ARRAY);
3801 glDisableClientState(GL_COLOR_ARRAY);
3802 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3803 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3805 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3806 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3808 unloadTexCoords(stateblock);
3811 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context, int i)
3813 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3814 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3815 /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
3816 * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
3817 * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
3818 * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
3819 * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
3821 GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
3822 checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
3824 context->numbered_array_mask &= ~(1 << i);
3827 /* This should match any arrays loaded in loadNumberedArrays
3828 * TODO: Only load / unload arrays if we have to.
3830 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context)
3832 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3833 GLint maxAttribs = 16;
3834 int i;
3836 /* Leave all the attribs disabled */
3837 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3838 /* MESA does not support it right not */
3839 if (glGetError() != GL_NO_ERROR)
3840 maxAttribs = 16;
3841 for (i = 0; i < maxAttribs; ++i) {
3842 unload_numbered_array(stateblock, context, i);
3846 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
3847 const struct wined3d_stream_info *stream_info, WineD3DContext *context)
3849 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
3850 int i;
3851 const UINT *offset = stateblock->streamOffset;
3852 struct wined3d_buffer *vb;
3853 DWORD_PTR shift_index;
3855 /* Default to no instancing */
3856 stateblock->wineD3DDevice->instancedDraw = FALSE;
3858 for (i = 0; i < MAX_ATTRIBS; i++) {
3859 if (!(stream_info->use_map & (1 << i)))
3861 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3862 continue;
3865 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3866 if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
3868 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3869 stateblock->wineD3DDevice->instancedDraw = TRUE;
3870 continue;
3873 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
3875 if (stream_info->elements[i].stride)
3877 if (curVBO != stream_info->elements[i].buffer_object)
3879 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
3880 checkGLcall("glBindBufferARB");
3881 curVBO = stream_info->elements[i].buffer_object;
3883 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
3884 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3885 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3886 * vbo we won't be load converted attributes anyway
3888 if (curVBO && vb->conversion_shift)
3890 TRACE("Loading attribute from shifted buffer\n");
3891 TRACE("Attrib %d has original stride %d, new stride %d\n",
3892 i, stream_info->elements[i].stride, vb->conversion_stride);
3893 TRACE("Original offset %p, additional offset 0x%08x\n",
3894 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
3895 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
3896 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
3897 shift_index = shift_index % stream_info->elements[i].stride;
3898 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
3899 stream_info->elements[i].format_desc->gl_vtx_type,
3900 stream_info->elements[i].format_desc->gl_normalized,
3901 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
3902 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
3903 + offset[stream_info->elements[i].stream_idx]));
3905 } else {
3906 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
3907 stream_info->elements[i].format_desc->gl_vtx_type,
3908 stream_info->elements[i].format_desc->gl_normalized,
3909 stream_info->elements[i].stride, stream_info->elements[i].data
3910 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
3911 + offset[stream_info->elements[i].stream_idx]));
3914 if (!(context->numbered_array_mask & (1 << i)))
3916 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
3917 context->numbered_array_mask |= (1 << i);
3919 } else {
3920 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
3921 * set up the attribute statically. But we have to figure out the system memory address.
3923 const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
3924 if (stream_info->elements[i].buffer_object)
3926 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
3927 ptr += (long) buffer_get_sysmem(vb);
3930 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3932 switch (stream_info->elements[i].format_desc->format)
3934 case WINED3DFMT_R32_FLOAT:
3935 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
3936 break;
3937 case WINED3DFMT_R32G32_FLOAT:
3938 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
3939 break;
3940 case WINED3DFMT_R32G32B32_FLOAT:
3941 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
3942 break;
3943 case WINED3DFMT_R32G32B32A32_FLOAT:
3944 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
3945 break;
3947 case WINED3DFMT_R8G8B8A8_UINT:
3948 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3949 break;
3950 case WINED3DFMT_A8R8G8B8:
3951 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
3953 const DWORD *src = (const DWORD *)ptr;
3954 DWORD c = *src & 0xff00ff00;
3955 c |= (*src & 0xff0000) >> 16;
3956 c |= (*src & 0xff) << 16;
3957 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
3958 break;
3960 /* else fallthrough */
3961 case WINED3DFMT_R8G8B8A8_UNORM:
3962 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
3963 break;
3965 case WINED3DFMT_R16G16_SINT:
3966 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
3967 break;
3968 case WINED3DFMT_R16G16B16A16_SINT:
3969 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
3970 break;
3972 case WINED3DFMT_R16G16_SNORM:
3974 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
3975 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
3976 break;
3978 case WINED3DFMT_R16G16_UNORM:
3980 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
3981 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
3982 break;
3984 case WINED3DFMT_R16G16B16A16_SNORM:
3985 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
3986 break;
3987 case WINED3DFMT_R16G16B16A16_UNORM:
3988 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
3989 break;
3991 case WINED3DFMT_R10G10B10A2_UINT:
3992 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
3993 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
3994 break;
3995 case WINED3DFMT_R10G10B10A2_SNORM:
3996 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
3997 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
3998 break;
4000 case WINED3DFMT_R16G16_FLOAT:
4001 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4002 * byte float according to the IEEE standard
4004 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4005 break;
4006 case WINED3DFMT_R16G16B16A16_FLOAT:
4007 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4008 break;
4010 default:
4011 ERR("Unexpected declaration in stride 0 attributes\n");
4012 break;
4017 checkGLcall("Loading numbered arrays");
4020 /* Used from 2 different functions, and too big to justify making it inlined */
4021 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const struct wined3d_stream_info *si)
4023 const UINT *offset = stateblock->streamOffset;
4024 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
4025 const struct wined3d_stream_info_element *e;
4027 TRACE("Using fast vertex array code\n");
4029 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4030 stateblock->wineD3DDevice->instancedDraw = FALSE;
4032 /* Blend Data ---------------------------------------------- */
4033 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4034 if (e->data || e->buffer_object
4035 || si->elements[WINED3D_FFP_BLENDINDICES].data
4036 || si->elements[WINED3D_FFP_BLENDINDICES].buffer_object)
4038 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4039 TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4040 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4042 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4043 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4045 GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4047 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4048 WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) ,
4049 sd->u.s.blendWeights.dwStride,
4050 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4052 if (curVBO != e->buffer_object)
4054 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4055 checkGLcall("glBindBufferARB");
4056 curVBO = e->buffer_object;
4059 GL_EXTCALL(glWeightPointerARB)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4060 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4062 checkGLcall("glWeightPointerARB");
4064 if (si->elements[WINED3D_FFP_BLENDINDICES].data
4065 || (si->elements[WINED3D_FFP_BLENDINDICES].buffer_object))
4067 static BOOL warned;
4068 if (!warned)
4070 FIXME("blendMatrixIndices support\n");
4071 warned = TRUE;
4074 } else {
4075 /* TODO: support blends in drawStridedSlow
4076 * No need to write a FIXME here, this is done after the general vertex decl decoding
4078 WARN("unsupported blending in openGl\n");
4080 } else {
4081 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4082 static const GLbyte one = 1;
4083 GL_EXTCALL(glWeightbvARB(1, &one));
4084 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4088 /* Point Size ----------------------------------------------*/
4089 e = &si->elements[WINED3D_FFP_PSIZE];
4090 if (e->data || e->buffer_object)
4092 /* no such functionality in the fixed function GL pipeline */
4093 TRACE("Cannot change ptSize here in openGl\n");
4094 /* TODO: Implement this function in using shaders if they are available */
4097 /* Vertex Pointers -----------------------------------------*/
4098 e = &si->elements[WINED3D_FFP_POSITION];
4099 if (e->data || e->buffer_object)
4101 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n", e->stride, e->size, e->data));
4103 if (curVBO != e->buffer_object)
4105 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4106 checkGLcall("glBindBufferARB");
4107 curVBO = e->buffer_object;
4110 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4111 handling for rhw mode should not impact screen position whereas in GL it does.
4112 This may result in very slightly distorted textures in rhw mode.
4113 There's always the other option of fixing the view matrix to
4114 prevent w from having any effect.
4116 This only applies to user pointer sources, in VBOs the vertices are fixed up
4118 if (!e->buffer_object)
4120 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4121 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4122 } else {
4123 glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4124 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4126 checkGLcall("glVertexPointer(...)");
4127 glEnableClientState(GL_VERTEX_ARRAY);
4128 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4131 /* Normals -------------------------------------------------*/
4132 e = &si->elements[WINED3D_FFP_NORMAL];
4133 if (e->data || e->buffer_object)
4135 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n", e->stride, e->data));
4136 if (curVBO != e->buffer_object)
4138 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4139 checkGLcall("glBindBufferARB");
4140 curVBO = e->buffer_object;
4142 glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4143 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4144 checkGLcall("glNormalPointer(...)");
4145 glEnableClientState(GL_NORMAL_ARRAY);
4146 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4148 } else {
4149 glNormal3f(0, 0, 0);
4150 checkGLcall("glNormal3f(0, 0, 0)");
4153 /* Diffuse Colour --------------------------------------------*/
4154 /* WARNING: Data here MUST be in RGBA format, so cannot */
4155 /* go directly into fast mode from app pgm, because */
4156 /* directx requires data in BGRA format. */
4157 /* currently fixupVertices swizzles the format, but this isn't*/
4158 /* very practical when using VBOs */
4159 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4160 /* , or the user doesn't care and wants the speed advantage */
4162 e = &si->elements[WINED3D_FFP_DIFFUSE];
4163 if (e->data || e->buffer_object)
4165 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4167 if (curVBO != e->buffer_object)
4169 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4170 checkGLcall("glBindBufferARB");
4171 curVBO = e->buffer_object;
4174 glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4175 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4176 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4177 glEnableClientState(GL_COLOR_ARRAY);
4178 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4180 } else {
4181 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4182 checkGLcall("glColor4f(1, 1, 1, 1)");
4185 /* Specular Colour ------------------------------------------*/
4186 e = &si->elements[WINED3D_FFP_SPECULAR];
4187 if (e->data || e->buffer_object)
4189 TRACE("setting specular colour\n");
4190 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4192 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4193 if (curVBO != e->buffer_object)
4195 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4196 checkGLcall("glBindBufferARB");
4197 curVBO = e->buffer_object;
4199 GL_EXTCALL(glSecondaryColorPointerEXT)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type,
4200 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4201 checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
4202 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4203 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4204 } else {
4206 /* Missing specular color is not critical, no warnings */
4207 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4210 } else {
4211 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4212 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4213 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4214 } else {
4216 /* Missing specular color is not critical, no warnings */
4217 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4221 /* Texture coords -------------------------------------------*/
4222 loadTexCoords(stateblock, si, &curVBO);
4225 static inline void drawPrimitiveTraceDataLocations(const struct wined3d_stream_info *dataLocations)
4227 /* Dump out what parts we have supplied */
4228 TRACE("Strided Data:\n");
4229 TRACE_STRIDED((dataLocations), WINED3D_FFP_POSITION);
4230 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDWEIGHT);
4231 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDINDICES);
4232 TRACE_STRIDED((dataLocations), WINED3D_FFP_NORMAL);
4233 TRACE_STRIDED((dataLocations), WINED3D_FFP_PSIZE);
4234 TRACE_STRIDED((dataLocations), WINED3D_FFP_DIFFUSE);
4235 TRACE_STRIDED((dataLocations), WINED3D_FFP_SPECULAR);
4236 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD0);
4237 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD1);
4238 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD2);
4239 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD3);
4240 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD4);
4241 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD5);
4242 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD6);
4243 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD7);
4245 return;
4248 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4249 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4250 BOOL fixup = FALSE;
4251 struct wined3d_stream_info *dataLocations = &device->strided_streams;
4252 BOOL useVertexShaderFunction;
4253 BOOL load_numbered = FALSE;
4254 BOOL load_named = FALSE;
4256 useVertexShaderFunction = (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader) ? TRUE : FALSE;
4258 if(device->up_strided) {
4259 /* Note: this is a ddraw fixed-function code path */
4260 TRACE("================ Strided Input ===================\n");
4261 device_stream_info_from_strided(device, device->up_strided, dataLocations);
4263 if(TRACE_ON(d3d)) {
4264 drawPrimitiveTraceDataLocations(dataLocations);
4266 } else {
4267 /* Note: This is a fixed function or shader codepath.
4268 * This means it must handle both types of strided data.
4269 * Shaders must go through here to zero the strided data, even if they
4270 * don't set any declaration at all
4272 TRACE("================ Vertex Declaration ===================\n");
4273 device_stream_info_from_declaration(device, useVertexShaderFunction, dataLocations, &fixup);
4276 if (dataLocations->position_transformed) useVertexShaderFunction = FALSE;
4278 if(useVertexShaderFunction) {
4279 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4280 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4281 device->useDrawStridedSlow = TRUE;
4282 } else {
4283 load_numbered = TRUE;
4284 device->useDrawStridedSlow = FALSE;
4287 else if (fixup || (!dataLocations->elements[WINED3D_FFP_PSIZE].data
4288 && !dataLocations->position_transformed
4289 && (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA)
4290 || (!dataLocations->elements[WINED3D_FFP_DIFFUSE].data
4291 && !dataLocations->elements[WINED3D_FFP_SPECULAR].data))))
4293 /* Load the vertex data using named arrays */
4294 load_named = TRUE;
4295 device->useDrawStridedSlow = FALSE;
4296 } else {
4297 TRACE("Not loading vertex data\n");
4298 device->useDrawStridedSlow = TRUE;
4301 if (context->numberedArraysLoaded && !load_numbered)
4303 unloadNumberedArrays(stateblock, context);
4304 context->numberedArraysLoaded = FALSE;
4305 context->numbered_array_mask = 0;
4307 else if (context->namedArraysLoaded)
4309 unloadVertexData(stateblock);
4310 context->namedArraysLoaded = FALSE;
4313 if (load_numbered)
4315 TRACE("Loading numbered arrays\n");
4316 loadNumberedArrays(stateblock, dataLocations, context);
4317 context->numberedArraysLoaded = TRUE;
4319 else if (load_named)
4321 TRACE("Loading vertex data\n");
4322 loadVertexData(stateblock, dataLocations);
4323 context->namedArraysLoaded = TRUE;
4327 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4328 BOOL updateFog = FALSE;
4329 BOOL useVertexShaderFunction = use_vs(stateblock);
4330 BOOL usePixelShaderFunction = use_ps(stateblock);
4331 BOOL transformed;
4332 /* Some stuff is in the device until we have per context tracking */
4333 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4334 BOOL wasrhw = context->last_was_rhw;
4336 transformed = device->strided_streams.position_transformed;
4337 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4338 updateFog = TRUE;
4341 /* Reapply lighting if it is not scheduled for reapplication already */
4342 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4343 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4346 if (transformed) {
4347 context->last_was_rhw = TRUE;
4348 } else {
4350 /* Untransformed, so relies on the view and projection matrices */
4351 context->last_was_rhw = FALSE;
4352 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4353 device->untransformed = TRUE;
4355 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4356 * Not needed as long as only hw shaders are supported
4359 /* This sets the shader output position correction constants.
4360 * TODO: Move to the viewport state
4362 if (useVertexShaderFunction) {
4363 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
4364 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
4368 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4369 * off this function will be called again anyway to make sure they're properly set
4371 if(!useVertexShaderFunction) {
4372 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4373 * or transformed / untransformed was switched
4375 if(wasrhw != context->last_was_rhw &&
4376 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4377 !isStateDirty(context, STATE_VIEWPORT)) {
4378 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4380 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4381 * mode.
4383 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4384 * this check will fail and the matrix not applied again. This is OK because a simple
4385 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4386 * needs of the vertex declaration.
4388 * World and view matrix go into the same gl matrix, so only apply them when neither is
4389 * dirty
4391 if(transformed != wasrhw &&
4392 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4393 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4394 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4397 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4398 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4401 if(context->last_was_vshader) {
4402 updateFog = TRUE;
4403 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4404 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4407 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4408 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4410 } else {
4411 if(!context->last_was_vshader) {
4412 unsigned int i;
4413 static BOOL warned = FALSE;
4414 /* Disable all clip planes to get defined results on all drivers. See comment in the
4415 * state_clipping state handler
4417 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4418 glDisable(GL_CLIP_PLANE0 + i);
4419 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4422 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4423 FIXME("Clipping not supported with vertex shaders\n");
4424 warned = TRUE;
4426 if(wasrhw) {
4427 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4428 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4429 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4430 * fixed function vertex processing states back in a sane state before switching to shaders
4432 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4433 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4435 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4436 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4439 updateFog = TRUE;
4443 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4444 * application
4446 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4447 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
4449 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4450 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4454 context->last_was_vshader = useVertexShaderFunction;
4456 if(updateFog) {
4457 device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4459 if(!useVertexShaderFunction) {
4460 int i;
4461 for(i = 0; i < MAX_TEXTURES; i++) {
4462 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4463 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4469 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4470 UINT width, height;
4471 IWineD3DSurfaceImpl *target;
4473 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4474 checkGLcall("glDepthRange");
4475 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4477 if(stateblock->wineD3DDevice->render_offscreen) {
4478 glViewport(stateblock->viewport.X,
4479 stateblock->viewport.Y,
4480 stateblock->viewport.Width, stateblock->viewport.Height);
4481 } else {
4482 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4483 target->get_drawable_size(target, &width, &height);
4485 glViewport(stateblock->viewport.X,
4486 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4487 stateblock->viewport.Width, stateblock->viewport.Height);
4490 checkGLcall("glViewport");
4493 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4494 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
4495 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
4496 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4497 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4499 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4500 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4504 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4505 UINT Index = state - STATE_ACTIVELIGHT(0);
4506 const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4508 if(!lightInfo) {
4509 glDisable(GL_LIGHT0 + Index);
4510 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4511 } else {
4512 float quad_att;
4513 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
4515 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4516 glMatrixMode(GL_MODELVIEW);
4517 glPushMatrix();
4518 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4520 /* Diffuse: */
4521 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4522 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4523 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4524 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4525 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4526 checkGLcall("glLightfv");
4528 /* Specular */
4529 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4530 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4531 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4532 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4533 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4534 checkGLcall("glLightfv");
4536 /* Ambient */
4537 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4538 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4539 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4540 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4541 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4542 checkGLcall("glLightfv");
4544 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4545 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4546 } else {
4547 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
4550 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4551 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4552 * Attenuation0 to NaN and crashes in the gl lib
4555 switch (lightInfo->OriginalParms.Type) {
4556 case WINED3DLIGHT_POINT:
4557 /* Position */
4558 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4559 checkGLcall("glLightfv");
4560 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4561 checkGLcall("glLightf");
4562 /* Attenuation - Are these right? guessing... */
4563 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4564 checkGLcall("glLightf");
4565 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4566 checkGLcall("glLightf");
4567 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4568 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4569 checkGLcall("glLightf");
4570 /* FIXME: Range */
4571 break;
4573 case WINED3DLIGHT_SPOT:
4574 /* Position */
4575 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4576 checkGLcall("glLightfv");
4577 /* Direction */
4578 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4579 checkGLcall("glLightfv");
4580 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4581 checkGLcall("glLightf");
4582 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4583 checkGLcall("glLightf");
4584 /* Attenuation - Are these right? guessing... */
4585 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4586 checkGLcall("glLightf");
4587 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4588 checkGLcall("glLightf");
4589 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4590 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4591 checkGLcall("glLightf");
4592 /* FIXME: Range */
4593 break;
4595 case WINED3DLIGHT_DIRECTIONAL:
4596 /* Direction */
4597 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4598 checkGLcall("glLightfv");
4599 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4600 checkGLcall("glLightf");
4601 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4602 checkGLcall("glLightf");
4603 break;
4605 default:
4606 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4609 /* Restore the modelview matrix */
4610 glPopMatrix();
4612 glEnable(GL_LIGHT0 + Index);
4613 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4616 return;
4619 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4620 RECT *pRect = &stateblock->scissorRect;
4621 UINT height;
4622 UINT width;
4623 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4625 target->get_drawable_size(target, &width, &height);
4626 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4627 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4629 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4630 pRect->right - pRect->left, pRect->bottom - pRect->top);
4632 if (stateblock->wineD3DDevice->render_offscreen) {
4633 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4634 } else {
4635 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4637 checkGLcall("glScissor");
4640 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4641 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4642 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4643 } else {
4644 struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4645 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4649 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4650 if(stateblock->wineD3DDevice->render_offscreen) {
4651 glFrontFace(GL_CCW);
4652 checkGLcall("glFrontFace(GL_CCW)");
4653 } else {
4654 glFrontFace(GL_CW);
4655 checkGLcall("glFrontFace(GL_CW)");
4659 const struct StateEntryTemplate misc_state_template[] = {
4660 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4661 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4662 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4663 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4664 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4665 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4666 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4667 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4668 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4669 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4670 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, 0 },
4671 { STATE_VDECL, { STATE_VDECL, streamsrc }, 0 },
4672 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, 0 },
4673 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, 0 },
4674 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4675 * vshader loadings are untied from each other
4677 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4678 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4679 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4680 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4681 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4682 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4683 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4684 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4685 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4686 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4687 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4688 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4689 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4690 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4691 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4692 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4693 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4694 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4695 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4696 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4697 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4698 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4699 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4700 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4701 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4702 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4703 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4704 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4705 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4706 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4707 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4708 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4709 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4710 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4711 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4712 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4713 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4714 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4715 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4716 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4717 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4718 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4719 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4720 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4721 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4722 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4723 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4724 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4725 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4726 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4728 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, 0 },
4729 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4730 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, 0 },
4731 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, 0 },
4732 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, 0 },
4733 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, 0 },
4734 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, 0 },
4735 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, 0 },
4736 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, 0 },
4737 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, 0 },
4738 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, 0 },
4739 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, 0 },
4740 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, 0 },
4741 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, 0 },
4742 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4743 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4744 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4745 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4746 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, 0 },
4747 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, 0 },
4748 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, 0 },
4749 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, 0 },
4750 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, 0 },
4751 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, 0 },
4752 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, 0 },
4753 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, 0 },
4754 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, 0 },
4755 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, 0 },
4756 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, 0 },
4757 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, 0 },
4758 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, 0 },
4759 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4760 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4761 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4762 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4763 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4764 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4765 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4766 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4767 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, 0 },
4768 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4769 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4770 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4771 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4772 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4773 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4774 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4775 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4776 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4777 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4778 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4779 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4780 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4781 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4782 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4783 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4784 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4785 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4786 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4787 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4788 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4789 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, 0 },
4790 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, 0 },
4791 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, 0 },
4792 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, 0 },
4793 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, 0 },
4794 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, 0 },
4795 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4796 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4797 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4798 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4799 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4800 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4801 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4802 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4803 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, 0 },
4804 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, 0 },
4805 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4806 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4807 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, 0 },
4808 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, 0 },
4809 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4810 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4811 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4812 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4813 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4814 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, 0 },
4815 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4816 /* Samplers */
4817 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, 0 },
4818 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, 0 },
4819 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, 0 },
4820 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, 0 },
4821 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, 0 },
4822 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, 0 },
4823 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, 0 },
4824 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, 0 },
4825 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, 0 },
4826 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, 0 },
4827 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, 0 },
4828 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, 0 },
4829 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, 0 },
4830 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, 0 },
4831 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, 0 },
4832 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, 0 },
4833 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, 0 },
4834 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, 0 },
4835 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, 0 },
4836 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, 0 },
4837 {0 /* Terminate */, { 0, 0 }, 0 },
4840 const struct StateEntryTemplate ffp_vertexstate_template[] = {
4841 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, 0 },
4842 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, 0 },
4843 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4844 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4845 /* Clip planes */
4846 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, 0 },
4847 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, 0 },
4848 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, 0 },
4849 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, 0 },
4850 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, 0 },
4851 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, 0 },
4852 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, 0 },
4853 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, 0 },
4854 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, 0 },
4855 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, 0 },
4856 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, 0 },
4857 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, 0 },
4858 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, 0 },
4859 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, 0 },
4860 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, 0 },
4861 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, 0 },
4862 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, 0 },
4863 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, 0 },
4864 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, 0 },
4865 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, 0 },
4866 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, 0 },
4867 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, 0 },
4868 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, 0 },
4869 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, 0 },
4870 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, 0 },
4871 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, 0 },
4872 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, 0 },
4873 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, 0 },
4874 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, 0 },
4875 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, 0 },
4876 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, 0 },
4877 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, 0 },
4878 /* Lights */
4879 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, 0 },
4880 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, 0 },
4881 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, 0 },
4882 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, 0 },
4883 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, 0 },
4884 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, 0 },
4885 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, 0 },
4886 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, 0 },
4887 /* Viewport */
4888 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, 0 },
4889 /* Transform states follow */
4890 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, 0 },
4891 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, 0 },
4892 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4893 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4894 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4895 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4896 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4897 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4898 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4899 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
4900 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, 0 },
4901 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, 0 },
4902 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, 0 },
4903 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, 0 },
4904 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, 0 },
4905 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, 0 },
4906 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, 0 },
4907 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, 0 },
4908 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, 0 },
4909 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, 0 },
4910 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, 0 },
4911 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, 0 },
4912 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, 0 },
4913 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, 0 },
4914 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, 0 },
4915 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, 0 },
4916 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, 0 },
4917 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, 0 },
4918 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, 0 },
4919 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, 0 },
4920 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, 0 },
4921 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, 0 },
4922 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, 0 },
4923 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, 0 },
4924 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, 0 },
4925 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, 0 },
4926 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, 0 },
4927 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, 0 },
4928 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, 0 },
4929 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, 0 },
4930 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, 0 },
4931 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, 0 },
4932 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, 0 },
4933 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, 0 },
4934 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, 0 },
4935 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, 0 },
4936 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, 0 },
4937 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, 0 },
4938 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, 0 },
4939 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, 0 },
4940 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, 0 },
4941 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, 0 },
4942 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, 0 },
4943 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, 0 },
4944 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, 0 },
4945 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, 0 },
4946 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, 0 },
4947 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, 0 },
4948 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, 0 },
4949 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, 0 },
4950 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, 0 },
4951 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, 0 },
4952 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, 0 },
4953 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, 0 },
4954 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, 0 },
4955 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, 0 },
4956 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, 0 },
4957 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, 0 },
4958 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, 0 },
4959 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, 0 },
4960 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, 0 },
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5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, 0 },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, 0 },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, 0 },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, 0 },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, 0 },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, 0 },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, 0 },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, 0 },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, 0 },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, 0 },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, 0 },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, 0 },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, 0 },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, 0 },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, 0 },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, 0 },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, 0 },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, 0 },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, 0 },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, 0 },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, 0 },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, 0 },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, 0 },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, 0 },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, 0 },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, 0 },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, 0 },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, 0 },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, 0 },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, 0 },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, 0 },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, 0 },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, 0 },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, 0 },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, 0 },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, 0 },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, 0 },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, 0 },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, 0 },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, 0 },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, 0 },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, 0 },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, 0 },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, 0 },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, 0 },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, 0 },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, 0 },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, 0 },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, 0 },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, 0 },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, 0 },
5156 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5157 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5158 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5159 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5160 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5161 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5162 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5163 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5164 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5165 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5166 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5167 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5168 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5169 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5170 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5171 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5172 /* Fog */
5173 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, 0 },
5174 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, 0 },
5175 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, 0 },
5176 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5177 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, 0 },
5178 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5179 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5180 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, 0 },
5181 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, 0 },
5182 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5183 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, 0 },
5184 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, 0 },
5185 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5186 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5187 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5188 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5189 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5190 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, 0 },
5191 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5192 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5193 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5194 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5195 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5196 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, 0 },
5197 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5198 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5199 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5200 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5201 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5202 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5203 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5204 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5205 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5206 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5208 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5209 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5210 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, 0 },
5211 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5212 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5213 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, 0 },
5214 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5215 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5216 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, 0 },
5217 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5218 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5219 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, 0 },
5220 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5221 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5222 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, 0 },
5223 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5224 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5225 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, 0 },
5226 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5227 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5228 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, 0 },
5229 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5230 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5231 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, 0 },
5232 {0 /* Terminate */, { 0, 0 }, 0 },
5235 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5236 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5237 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5238 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5239 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5240 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5241 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5242 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5243 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5244 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5245 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5246 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5247 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5248 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5249 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5250 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5251 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5252 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5253 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5254 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5255 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5256 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5257 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5258 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5259 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5260 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5261 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5262 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5263 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5264 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5265 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5266 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5267 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5268 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5269 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5270 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5271 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5272 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5273 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5274 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5275 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5276 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5277 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5278 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5279 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5280 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5281 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5282 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5283 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5284 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5285 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5286 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5287 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5288 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5289 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5290 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5291 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5292 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5293 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5294 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5295 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5296 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5297 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5298 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5299 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5300 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5301 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5302 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5303 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5304 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5305 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5306 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5307 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5308 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5309 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5310 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5311 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5312 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5313 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5314 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5315 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5316 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5317 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5318 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, 0 },
5319 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, 0 },
5320 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
5321 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
5322 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
5323 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
5324 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, 0 },
5325 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
5326 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, 0 },
5327 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
5328 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
5329 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
5330 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
5331 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
5332 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
5333 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
5334 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
5335 {0 /* Terminate */, { 0, 0 }, 0 },
5337 #undef GLINFO_LOCATION
5339 #define GLINFO_LOCATION (*gl_info)
5340 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5342 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
5344 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5345 WINED3DTEXOPCAPS_ADDSIGNED |
5346 WINED3DTEXOPCAPS_ADDSIGNED2X |
5347 WINED3DTEXOPCAPS_MODULATE |
5348 WINED3DTEXOPCAPS_MODULATE2X |
5349 WINED3DTEXOPCAPS_MODULATE4X |
5350 WINED3DTEXOPCAPS_SELECTARG1 |
5351 WINED3DTEXOPCAPS_SELECTARG2 |
5352 WINED3DTEXOPCAPS_DISABLE;
5354 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5355 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5356 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5357 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5358 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5359 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5360 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5361 WINED3DTEXOPCAPS_LERP |
5362 WINED3DTEXOPCAPS_SUBTRACT;
5364 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5365 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5366 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5367 WINED3DTEXOPCAPS_MULTIPLYADD |
5368 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5369 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5370 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5372 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5373 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5375 pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
5376 pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5379 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5380 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5381 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5383 if (TRACE_ON(d3d))
5385 TRACE("Checking support for fixup:\n");
5386 dump_color_fixup_desc(fixup);
5389 /* We only support identity conversions. */
5390 if (is_identity_fixup(fixup))
5392 TRACE("[OK]\n");
5393 return TRUE;
5396 TRACE("[FAILED]\n");
5397 return FALSE;
5400 const struct fragment_pipeline ffp_fragment_pipeline = {
5401 ffp_enable,
5402 ffp_fragment_get_caps,
5403 ffp_fragment_alloc,
5404 ffp_fragment_free,
5405 ffp_color_fixup_supported,
5406 ffp_fragmentstate_template,
5407 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5410 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5412 unsigned int i;
5413 for(i = 0; funcs[i]; i++);
5414 return i;
5417 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5418 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5419 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5422 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5423 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5424 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5425 stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5428 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5429 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
5430 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5432 unsigned int i, type, handlers;
5433 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5434 const struct StateEntryTemplate *cur;
5435 BOOL set[STATE_HIGHEST + 1];
5437 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5439 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5440 StateTable[i].representative = 0;
5441 StateTable[i].apply = state_undefined;
5444 for(type = 0; type < 3; type++) {
5445 /* This switch decides the order in which the states are applied */
5446 switch(type) {
5447 case 0: cur = misc; break;
5448 case 1: cur = fragment->states; break;
5449 case 2: cur = vertex; break;
5450 default: cur = NULL; /* Stupid compiler */
5452 if(!cur) continue;
5454 /* GL extension filtering should not prevent multiple handlers being applied from different
5455 * pipeline parts
5457 memset(set, 0, sizeof(set));
5459 for(i = 0; cur[i].state; i++) {
5460 APPLYSTATEFUNC *funcs_array;
5462 /* Only use the first matching state with the available extension from one template.
5463 * e.g.
5464 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5465 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5467 * if GL_XYZ_fancy is supported, ignore the 2nd line
5469 if(set[cur[i].state]) continue;
5470 /* Skip state lines depending on unsupported extensions */
5471 if(cur[i].extension && !GL_SUPPORT(cur[i].extension)) continue;
5472 set[cur[i].state] = TRUE;
5473 /* In some cases having an extension means that nothing has to be
5474 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5475 * supported, the texture coordinate fixup can be ignored. If the
5476 * apply function is used, mark the state set(done above) to prevent
5477 * applying later lines, but do not record anything in the state
5478 * table
5480 if(!cur[i].content.apply) continue;
5482 handlers = num_handlers(multistate_funcs[cur[i].state]);
5483 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5484 switch(handlers) {
5485 case 0:
5486 StateTable[cur[i].state].apply = cur[i].content.apply;
5487 break;
5488 case 1:
5489 StateTable[cur[i].state].apply = multistate_apply_2;
5490 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5492 sizeof(**dev_multistate_funcs) * 2);
5493 if (!dev_multistate_funcs[cur[i].state]) {
5494 goto out_of_mem;
5497 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5498 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5499 break;
5500 case 2:
5501 StateTable[cur[i].state].apply = multistate_apply_3;
5502 funcs_array = HeapReAlloc(GetProcessHeap(),
5504 dev_multistate_funcs[cur[i].state],
5505 sizeof(**dev_multistate_funcs) * 3);
5506 if (!funcs_array) {
5507 goto out_of_mem;
5510 dev_multistate_funcs[cur[i].state] = funcs_array;
5511 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5512 break;
5513 default:
5514 ERR("Unexpected amount of state handlers for state %u: %u\n",
5515 cur[i].state, handlers + 1);
5518 if(StateTable[cur[i].state].representative &&
5519 StateTable[cur[i].state].representative != cur[i].content.representative) {
5520 FIXME("State %u has different representatives in different pipeline parts\n",
5521 cur[i].state);
5523 StateTable[cur[i].state].representative = cur[i].content.representative;
5527 return WINED3D_OK;
5529 out_of_mem:
5530 for (i = 0; i <= STATE_HIGHEST; ++i) {
5531 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5534 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5536 return E_OUTOFMEMORY;
5538 #undef GLINFO_LOCATION