wined3d: Link STATE_BASEVERTEXINDEX to STATE_VDECL.
[wine/multimedia.git] / dlls / wined3d / state.c
blob568ae87db67c746f51f4e3e2f280f48ed3f0961d
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 /* GL locking for state handlers is done by the caller. */
40 static void state_blendop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context);
42 static void state_undefined(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
44 ERR("Undefined state.\n");
47 static void state_nop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
49 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state));
52 static void state_fillmode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
54 WINED3DFILLMODE Value = stateblock->state.render_states[WINED3DRS_FILLMODE];
56 switch(Value) {
57 case WINED3DFILL_POINT:
58 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
59 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
60 break;
61 case WINED3DFILL_WIREFRAME:
62 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
63 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
64 break;
65 case WINED3DFILL_SOLID:
66 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
67 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
68 break;
69 default:
70 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
74 static void state_lighting(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
76 /* Lighting is not enabled if transformed vertices are drawn
77 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
78 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
79 * vertex declaration applying function calls this function for updating
82 if(isStateDirty(context, STATE_VDECL)) {
83 return;
86 if (stateblock->state.render_states[WINED3DRS_LIGHTING]
87 && !stateblock->device->strided_streams.position_transformed)
89 glEnable(GL_LIGHTING);
90 checkGLcall("glEnable GL_LIGHTING");
91 } else {
92 glDisable(GL_LIGHTING);
93 checkGLcall("glDisable GL_LIGHTING");
97 static void state_zenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
99 /* No z test without depth stencil buffers */
100 if (!stateblock->device->fb.depth_stencil)
102 TRACE("No Z buffer - disabling depth test\n");
103 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
104 checkGLcall("glDisable GL_DEPTH_TEST");
105 return;
108 switch (stateblock->state.render_states[WINED3DRS_ZENABLE])
110 case WINED3DZB_FALSE:
111 glDisable(GL_DEPTH_TEST);
112 checkGLcall("glDisable GL_DEPTH_TEST");
113 break;
114 case WINED3DZB_TRUE:
115 glEnable(GL_DEPTH_TEST);
116 checkGLcall("glEnable GL_DEPTH_TEST");
117 break;
118 case WINED3DZB_USEW:
119 glEnable(GL_DEPTH_TEST);
120 checkGLcall("glEnable GL_DEPTH_TEST");
121 FIXME("W buffer is not well handled\n");
122 break;
123 default:
124 FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
125 stateblock->state.render_states[WINED3DRS_ZENABLE]);
129 static void state_cullmode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
131 /* glFrontFace() is set in context.c at context init and on an
132 * offscreen / onscreen rendering switch. */
133 switch (stateblock->state.render_states[WINED3DRS_CULLMODE])
135 case WINED3DCULL_NONE:
136 glDisable(GL_CULL_FACE);
137 checkGLcall("glDisable GL_CULL_FACE");
138 break;
139 case WINED3DCULL_CW:
140 glEnable(GL_CULL_FACE);
141 checkGLcall("glEnable GL_CULL_FACE");
142 glCullFace(GL_FRONT);
143 checkGLcall("glCullFace(GL_FRONT)");
144 break;
145 case WINED3DCULL_CCW:
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
148 glCullFace(GL_BACK);
149 checkGLcall("glCullFace(GL_BACK)");
150 break;
151 default:
152 FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n",
153 stateblock->state.render_states[WINED3DRS_CULLMODE]);
157 static void state_shademode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
159 switch (stateblock->state.render_states[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 %#x.\n",
174 stateblock->state.render_states[WINED3DRS_SHADEMODE]);
178 static void state_ditherenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
180 if (stateblock->state.render_states[WINED3DRS_DITHERENABLE])
182 glEnable(GL_DITHER);
183 checkGLcall("glEnable GL_DITHER");
185 else
187 glDisable(GL_DITHER);
188 checkGLcall("glDisable GL_DITHER");
192 static void state_zwritenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
194 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
195 * If yes, this has to be merged with ZENABLE and ZFUNC. */
196 if (stateblock->state.render_states[WINED3DRS_ZWRITEENABLE])
198 glDepthMask(1);
199 checkGLcall("glDepthMask(1)");
201 else
203 glDepthMask(0);
204 checkGLcall("glDepthMask(0)");
208 static void state_zfunc(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
210 GLenum depth_func = CompareFunc(stateblock->state.render_states[WINED3DRS_ZFUNC]);
212 if (!depth_func) return;
214 if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
216 static BOOL once;
217 /* There are a few issues with this: First, our inability to
218 * select a proper Z depth, most of the time we're stuck with
219 * D24S8, even if the app selects D32 or D16. There seem to be
220 * some other precision problems which have to be debugged to
221 * make NOTEQUAL and EQUAL work properly. */
222 if (!once)
224 once = TRUE;
225 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
229 glDepthFunc(depth_func);
230 checkGLcall("glDepthFunc");
233 static void state_ambient(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
235 float col[4];
236 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_AMBIENT], col);
238 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
239 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
240 checkGLcall("glLightModel for MODEL_AMBIENT");
243 static GLenum gl_blend_factor(WINED3DBLEND factor, const struct wined3d_format *dst_format)
245 switch (factor)
247 case WINED3DBLEND_ZERO:
248 return GL_ZERO;
249 case WINED3DBLEND_ONE:
250 return GL_ONE;
251 case WINED3DBLEND_SRCCOLOR:
252 return GL_SRC_COLOR;
253 case WINED3DBLEND_INVSRCCOLOR:
254 return GL_ONE_MINUS_SRC_COLOR;
255 case WINED3DBLEND_SRCALPHA:
256 return GL_SRC_ALPHA;
257 case WINED3DBLEND_INVSRCALPHA:
258 return GL_ONE_MINUS_SRC_ALPHA;
259 case WINED3DBLEND_DESTCOLOR:
260 return GL_DST_COLOR;
261 case WINED3DBLEND_INVDESTCOLOR:
262 return GL_ONE_MINUS_DST_COLOR;
263 /* To compensate for the lack of format switching with backbuffer
264 * offscreen rendering, and with onscreen rendering, we modify the
265 * alpha test parameters for (INV)DESTALPHA if the render target
266 * doesn't support alpha blending. A nonexistent alpha channel
267 * returns 1.0, so WINED3DBLEND_DESTALPHA becomes GL_ONE, and
268 * WINED3DBLEND_INVDESTALPHA becomes GL_ZERO. */
269 case WINED3DBLEND_DESTALPHA:
270 return dst_format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
271 case WINED3DBLEND_INVDESTALPHA:
272 return dst_format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
273 case WINED3DBLEND_SRCALPHASAT:
274 return GL_SRC_ALPHA_SATURATE;
275 case WINED3DBLEND_BLENDFACTOR:
276 return GL_CONSTANT_COLOR_EXT;
277 case WINED3DBLEND_INVBLENDFACTOR:
278 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
279 default:
280 FIXME("Unhandled blend factor %#x.\n", factor);
281 return GL_NONE;
285 static void state_blend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
287 struct wined3d_surface *target = stateblock->device->fb.render_targets[0];
288 const struct wined3d_gl_info *gl_info = context->gl_info;
289 GLenum srcBlend, dstBlend;
290 WINED3DBLEND d3d_blend;
292 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
293 * blending parameters to work. */
294 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE]
295 || stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
296 || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
298 /* Disable blending in all cases even without pixelshaders.
299 * With blending on we could face a big performance penalty.
300 * The d3d9 visual test confirms the behavior. */
301 if (context->render_offscreen
302 && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
304 glDisable(GL_BLEND);
305 checkGLcall("glDisable GL_BLEND");
306 return;
307 } else {
308 glEnable(GL_BLEND);
309 checkGLcall("glEnable GL_BLEND");
311 } else {
312 glDisable(GL_BLEND);
313 checkGLcall("glDisable GL_BLEND");
314 /* Nothing more to do - get out */
315 return;
318 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
319 * source blending values which are still valid up to d3d9. They should
320 * not occur as dest blend values. */
321 d3d_blend = stateblock->state.render_states[WINED3DRS_SRCBLEND];
322 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
324 srcBlend = GL_SRC_ALPHA;
325 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
327 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
329 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
330 dstBlend = GL_SRC_ALPHA;
332 else
334 srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
335 dstBlend = gl_blend_factor(stateblock->state.render_states[WINED3DRS_DESTBLEND],
336 target->resource.format);
339 if (stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
340 || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
342 glEnable(GL_LINE_SMOOTH);
343 checkGLcall("glEnable(GL_LINE_SMOOTH)");
344 if(srcBlend != GL_SRC_ALPHA) {
345 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
347 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
348 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
350 } else {
351 glDisable(GL_LINE_SMOOTH);
352 checkGLcall("glDisable(GL_LINE_SMOOTH)");
355 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
356 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
357 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
360 if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
362 GLenum srcBlendAlpha, dstBlendAlpha;
364 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
365 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
367 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
368 return;
371 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
372 * source blending values which are still valid up to d3d9. They should
373 * not occur as dest blend values. */
374 d3d_blend = stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA];
375 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
377 srcBlendAlpha = GL_SRC_ALPHA;
378 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
380 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
382 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
383 dstBlendAlpha = GL_SRC_ALPHA;
385 else
387 srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
388 dstBlendAlpha = gl_blend_factor(stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA],
389 target->resource.format);
392 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
393 checkGLcall("glBlendFuncSeparateEXT");
394 } else {
395 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
396 glBlendFunc(srcBlend, dstBlend);
397 checkGLcall("glBlendFunc");
400 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
401 so it may need updating */
402 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE])
403 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
406 static void state_blendfactor_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
408 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
411 static void state_blendfactor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
413 const struct wined3d_gl_info *gl_info = context->gl_info;
414 float col[4];
416 TRACE("Setting blend factor to %#x.\n", stateblock->state.render_states[WINED3DRS_BLENDFACTOR]);
417 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_BLENDFACTOR], col);
418 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
419 checkGLcall("glBlendColor");
422 static void state_alpha(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
424 int glParm = 0;
425 float ref;
426 BOOL enable_ckey = FALSE;
428 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
430 /* Find out if the texture on the first stage has a ckey set
431 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
432 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
433 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
434 * in case it finds some texture+colorkeyenable combination which needs extra care.
436 if (stateblock->state.textures[0])
438 struct wined3d_texture *texture = stateblock->state.textures[0];
439 GLenum texture_dimensions = texture->target;
441 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
443 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
445 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
447 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
448 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
449 * surface has alpha bits */
450 if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
455 if (enable_ckey || context->last_was_ckey)
456 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
457 context->last_was_ckey = enable_ckey;
459 if (stateblock->state.render_states[WINED3DRS_ALPHATESTENABLE]
460 || (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey))
462 glEnable(GL_ALPHA_TEST);
463 checkGLcall("glEnable GL_ALPHA_TEST");
464 } else {
465 glDisable(GL_ALPHA_TEST);
466 checkGLcall("glDisable GL_ALPHA_TEST");
467 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
468 * enable call
470 return;
473 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey)
475 glParm = GL_NOTEQUAL;
476 ref = 0.0f;
477 } else {
478 ref = ((float)stateblock->state.render_states[WINED3DRS_ALPHAREF]) / 255.0f;
479 glParm = CompareFunc(stateblock->state.render_states[WINED3DRS_ALPHAFUNC]);
481 if(glParm) {
482 glAlphaFunc(glParm, ref);
483 checkGLcall("glAlphaFunc");
487 static void state_clipping(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
489 const struct wined3d_state *state = &stateblock->state;
490 DWORD enable = 0xFFFFFFFF;
491 DWORD disable = 0x00000000;
493 if (!stateblock->device->vs_clipping && use_vs(state))
495 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
496 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
497 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
498 * of that - don't do anything here and keep them disabled
500 if (state->render_states[WINED3DRS_CLIPPLANEENABLE])
502 static BOOL warned = FALSE;
503 if(!warned) {
504 FIXME("Clipping not supported with vertex shaders\n");
505 warned = TRUE;
508 return;
511 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
512 * of already set values
515 /* If enabling / disabling all
516 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
518 if (state->render_states[WINED3DRS_CLIPPING])
520 enable = state->render_states[WINED3DRS_CLIPPLANEENABLE];
521 disable = ~state->render_states[WINED3DRS_CLIPPLANEENABLE];
523 else
525 disable = 0xffffffff;
526 enable = 0x00;
529 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
530 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
531 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
532 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
533 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
534 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
536 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
537 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
538 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
539 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
540 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
541 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
543 /** update clipping status */
544 if (enable)
546 stateblock->state.clip_status.ClipUnion = 0;
547 stateblock->state.clip_status.ClipIntersection = 0xFFFFFFFF;
549 else
551 stateblock->state.clip_status.ClipUnion = 0;
552 stateblock->state.clip_status.ClipIntersection = 0;
556 static void state_blendop_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
558 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
561 static GLenum gl_blend_op(WINED3DBLENDOP op)
563 switch (op)
565 case WINED3DBLENDOP_ADD:
566 return GL_FUNC_ADD_EXT;
567 case WINED3DBLENDOP_SUBTRACT:
568 return GL_FUNC_SUBTRACT_EXT;
569 case WINED3DBLENDOP_REVSUBTRACT:
570 return GL_FUNC_REVERSE_SUBTRACT_EXT;
571 case WINED3DBLENDOP_MIN:
572 return GL_MIN_EXT;
573 case WINED3DBLENDOP_MAX:
574 return GL_MAX_EXT;
575 default:
576 FIXME("Unhandled blend op %#x.\n", op);
577 return GL_NONE;
581 static void state_blendop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
583 const struct wined3d_gl_info *gl_info = context->gl_info;
584 int blendEquation = GL_FUNC_ADD_EXT;
585 int blendEquationAlpha = GL_FUNC_ADD_EXT;
587 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
588 if (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]
589 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
591 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
592 return;
595 blendEquation = gl_blend_op(stateblock->state.render_states[WINED3DRS_BLENDOP]);
596 blendEquationAlpha = gl_blend_op(stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]);
598 if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
600 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
601 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
602 checkGLcall("glBlendEquationSeparateEXT");
603 } else {
604 TRACE("glBlendEquation(%x)\n", blendEquation);
605 GL_EXTCALL(glBlendEquationEXT(blendEquation));
606 checkGLcall("glBlendEquation");
610 static void state_specularenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
612 const struct wined3d_gl_info *gl_info = context->gl_info;
613 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
614 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
615 * specular color. This is wrong:
616 * Separate specular color means the specular colour is maintained separately, whereas
617 * single color means it is merged in. However in both cases they are being used to
618 * some extent.
619 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
620 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
621 * running 1.4 yet!
624 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
625 * Instead, we need to setup the FinalCombiner properly.
627 * The default setup for the FinalCombiner is:
629 * <variable> <input> <mapping> <usage>
630 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
631 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
632 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
633 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
634 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
635 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
636 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
638 * That's pretty much fine as it is, except for variable B, which needs to take
639 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
640 * whether WINED3DRS_SPECULARENABLE is enabled or not.
643 TRACE("Setting specular enable state and materials\n");
644 if (stateblock->state.render_states[WINED3DRS_SPECULARENABLE])
646 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&stateblock->state.material.Specular);
647 checkGLcall("glMaterialfv");
649 if (stateblock->state.material.Power > gl_info->limits.shininess)
651 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
652 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
653 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
654 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
655 * them, it should be safe to do so without major visual distortions.
657 WARN("Material power = %f, limit %f\n", stateblock->state.material.Power, gl_info->limits.shininess);
658 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
660 else
662 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->state.material.Power);
664 checkGLcall("glMaterialf(GL_SHININESS)");
666 if (gl_info->supported[EXT_SECONDARY_COLOR])
668 glEnable(GL_COLOR_SUM_EXT);
670 else
672 TRACE("Specular colors cannot be enabled in this version of opengl\n");
674 checkGLcall("glEnable(GL_COLOR_SUM)");
676 if (gl_info->supported[NV_REGISTER_COMBINERS])
678 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
679 checkGLcall("glFinalCombinerInputNV()");
681 } else {
682 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
684 /* for the case of enabled lighting: */
685 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
686 checkGLcall("glMaterialfv");
688 /* for the case of disabled lighting: */
689 if (gl_info->supported[EXT_SECONDARY_COLOR])
691 glDisable(GL_COLOR_SUM_EXT);
693 else
695 TRACE("Specular colors cannot be disabled in this version of opengl\n");
697 checkGLcall("glDisable(GL_COLOR_SUM)");
699 if (gl_info->supported[NV_REGISTER_COMBINERS])
701 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
702 checkGLcall("glFinalCombinerInputNV()");
706 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
707 stateblock->state.material.Diffuse.r, stateblock->state.material.Diffuse.g,
708 stateblock->state.material.Diffuse.b, stateblock->state.material.Diffuse.a);
709 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
710 stateblock->state.material.Ambient.r, stateblock->state.material.Ambient.g,
711 stateblock->state.material.Ambient.b, stateblock->state.material.Ambient.a);
712 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
713 stateblock->state.material.Specular.r, stateblock->state.material.Specular.g,
714 stateblock->state.material.Specular.b, stateblock->state.material.Specular.a);
715 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
716 stateblock->state.material.Emissive.r, stateblock->state.material.Emissive.g,
717 stateblock->state.material.Emissive.b, stateblock->state.material.Emissive.a);
719 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&stateblock->state.material.Ambient);
720 checkGLcall("glMaterialfv(GL_AMBIENT)");
721 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&stateblock->state.material.Diffuse);
722 checkGLcall("glMaterialfv(GL_DIFFUSE)");
723 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&stateblock->state.material.Emissive);
724 checkGLcall("glMaterialfv(GL_EMISSION)");
727 static void state_texfactor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
729 const struct wined3d_gl_info *gl_info = context->gl_info;
730 unsigned int i;
732 /* Note the texture color applies to all textures whereas
733 * GL_TEXTURE_ENV_COLOR applies to active only
735 float col[4];
736 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
738 /* And now the default texture color as well */
739 for (i = 0; i < gl_info->limits.texture_stages; ++i)
741 /* Note the WINED3DRS value applies to all textures, but GL has one
742 * per texture, so apply it now ready to be used!
744 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
745 checkGLcall("glActiveTextureARB");
747 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
748 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
752 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
753 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
755 const struct wined3d_gl_info *gl_info = context->gl_info;
757 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
758 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
759 GL_EXTCALL(glActiveStencilFaceEXT(face));
760 checkGLcall("glActiveStencilFaceEXT(...)");
761 glStencilFunc(func, ref, mask);
762 checkGLcall("glStencilFunc(...)");
763 glStencilOp(stencilFail, depthFail, stencilPass);
764 checkGLcall("glStencilOp(...)");
767 static void state_stencil(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
769 const struct wined3d_gl_info *gl_info = context->gl_info;
770 DWORD onesided_enable = FALSE;
771 DWORD twosided_enable = FALSE;
772 GLint func = GL_ALWAYS;
773 GLint func_ccw = GL_ALWAYS;
774 GLint ref = 0;
775 GLuint mask = 0;
776 GLint stencilFail = GL_KEEP;
777 GLint depthFail = GL_KEEP;
778 GLint stencilPass = GL_KEEP;
779 GLint stencilFail_ccw = GL_KEEP;
780 GLint depthFail_ccw = GL_KEEP;
781 GLint stencilPass_ccw = GL_KEEP;
783 /* No stencil test without a stencil buffer. */
784 if (!stateblock->device->fb.depth_stencil)
786 glDisable(GL_STENCIL_TEST);
787 checkGLcall("glDisable GL_STENCIL_TEST");
788 return;
791 onesided_enable = stateblock->state.render_states[WINED3DRS_STENCILENABLE];
792 twosided_enable = stateblock->state.render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
793 if (!(func = CompareFunc(stateblock->state.render_states[WINED3DRS_STENCILFUNC])))
794 func = GL_ALWAYS;
795 if (!(func_ccw = CompareFunc(stateblock->state.render_states[WINED3DRS_CCW_STENCILFUNC])))
796 func_ccw = GL_ALWAYS;
797 ref = stateblock->state.render_states[WINED3DRS_STENCILREF];
798 mask = stateblock->state.render_states[WINED3DRS_STENCILMASK];
799 stencilFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILFAIL]);
800 depthFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILZFAIL]);
801 stencilPass = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILPASS]);
802 stencilFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILFAIL]);
803 depthFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILZFAIL]);
804 stencilPass_ccw = StencilOp(stateblock->state.render_states[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_info->supported[EXT_STENCIL_TWO_SIDE])
819 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
820 * which has an effect on the code below too. If we apply the front face
821 * afterwards, we are sure that the active stencil face is set to front,
822 * and other stencil functions which do not use two sided stencil do not have
823 * to set it back
825 renderstate_stencil_twosided(context, GL_BACK,
826 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
827 renderstate_stencil_twosided(context, GL_FRONT,
828 func, ref, mask, stencilFail, depthFail, stencilPass);
830 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
832 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
833 checkGLcall("glStencilFuncSeparateATI(...)");
834 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
835 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
836 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
837 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
838 } else {
839 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
842 else if(onesided_enable)
844 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
846 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
847 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
850 /* This code disables the ATI extension as well, since the standard stencil functions are equal
851 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
853 glEnable(GL_STENCIL_TEST);
854 checkGLcall("glEnable GL_STENCIL_TEST");
855 glStencilFunc(func, ref, mask);
856 checkGLcall("glStencilFunc(...)");
857 glStencilOp(stencilFail, depthFail, stencilPass);
858 checkGLcall("glStencilOp(...)");
859 } else {
860 glDisable(GL_STENCIL_TEST);
861 checkGLcall("glDisable GL_STENCIL_TEST");
865 static void state_stencilwrite2s(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
867 DWORD mask = stateblock->device->fb.depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
868 const struct wined3d_gl_info *gl_info = context->gl_info;
870 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
871 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
872 glStencilMask(mask);
873 checkGLcall("glStencilMask");
874 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
875 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
876 glStencilMask(mask);
879 static void state_stencilwrite(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
881 DWORD mask = stateblock->device->fb.depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
883 glStencilMask(mask);
884 checkGLcall("glStencilMask");
887 static void state_fog_vertexpart(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
890 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
892 if (!stateblock->state.render_states[WINED3DRS_FOGENABLE]) return;
894 /* Table fog on: Never use fog coords, and use per-fragment fog */
895 if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE)
897 glHint(GL_FOG_HINT, GL_NICEST);
898 if(context->fog_coord) {
899 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
900 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
901 context->fog_coord = FALSE;
903 return;
906 /* Otherwise use per-vertex fog in any case */
907 glHint(GL_FOG_HINT, GL_FASTEST);
909 if (stateblock->state.render_states[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, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
929 float fogstart, fogend;
930 union {
931 DWORD d;
932 float f;
933 } tmpvalue;
935 switch(context->fog_source) {
936 case FOGSOURCE_VS:
937 fogstart = 1.0f;
938 fogend = 0.0f;
939 break;
941 case FOGSOURCE_COORD:
942 fogstart = 255.0f;
943 fogend = 0.0f;
944 break;
946 case FOGSOURCE_FFP:
947 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGSTART];
948 fogstart = tmpvalue.f;
949 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGEND];
950 fogend = tmpvalue.f;
951 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
952 if(fogstart == fogend) {
953 fogstart = -1.0f / 0.0f;
954 fogend = 0.0f;
956 break;
958 default:
959 /* This should not happen.context->fog_source is set in wined3d, not the app.
960 * Still this is needed to make the compiler happy
962 ERR("Unexpected fog coordinate source\n");
963 fogstart = 0.0f;
964 fogend = 0.0f;
967 glFogf(GL_FOG_START, fogstart);
968 checkGLcall("glFogf(GL_FOG_START, fogstart)");
969 TRACE("Fog Start == %f\n", fogstart);
971 glFogf(GL_FOG_END, fogend);
972 checkGLcall("glFogf(GL_FOG_END, fogend)");
973 TRACE("Fog End == %f\n", fogend);
976 void state_fog_fragpart(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
978 const struct wined3d_state *state = &stateblock->state;
979 enum fogsource new_source;
981 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
983 if (!state->render_states[WINED3DRS_FOGENABLE])
985 /* No fog? Disable it, and we're done :-) */
986 glDisableWINE(GL_FOG);
987 checkGLcall("glDisable GL_FOG");
988 return;
991 /* Fog Rules:
993 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
994 * It can use the Z value of the vertex, or the alpha component of the specular color.
995 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
996 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
997 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
999 * FOGTABLEMODE != NONE:
1000 * The Z value is used, with the equation specified, no matter what vertex type.
1002 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1003 * Per vertex fog is calculated using the specified fog equation and the parameters
1005 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1006 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1007 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1010 * Rules for vertex fog with shaders:
1012 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1013 * the fog computation to happen during transformation while openGL expects it to happen
1014 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1015 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1016 * To solve this problem, WineD3D does:
1017 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1018 * shader,
1019 * and 2) disables the fog computation (in either the fixed function or programmable
1020 * rasterizer) if using a vertex program.
1022 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1023 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1024 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1025 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1026 * There are some GL differences between specular fog coords and vertex shaders though.
1028 * With table fog the vertex shader fog coordinate is ignored.
1030 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1031 * without shaders).
1034 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1035 * the system will apply only pixel(=table) fog effects."
1037 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1039 if (use_vs(state))
1041 glFogi(GL_FOG_MODE, GL_LINEAR);
1042 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1043 new_source = FOGSOURCE_VS;
1045 else
1047 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
1049 /* If processed vertices are used, fall through to the NONE case */
1050 case WINED3DFOG_EXP:
1051 if(!context->last_was_rhw) {
1052 glFogi(GL_FOG_MODE, GL_EXP);
1053 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1054 new_source = FOGSOURCE_FFP;
1055 break;
1057 /* drop through */
1059 case WINED3DFOG_EXP2:
1060 if(!context->last_was_rhw) {
1061 glFogi(GL_FOG_MODE, GL_EXP2);
1062 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1063 new_source = FOGSOURCE_FFP;
1064 break;
1066 /* drop through */
1068 case WINED3DFOG_LINEAR:
1069 if(!context->last_was_rhw) {
1070 glFogi(GL_FOG_MODE, GL_LINEAR);
1071 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1072 new_source = FOGSOURCE_FFP;
1073 break;
1075 /* drop through */
1077 case WINED3DFOG_NONE:
1078 /* Both are none? According to msdn the alpha channel of the specular
1079 * color contains a fog factor. Set it in drawStridedSlow.
1080 * Same happens with Vertexfog on transformed vertices
1082 new_source = FOGSOURCE_COORD;
1083 glFogi(GL_FOG_MODE, GL_LINEAR);
1084 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1085 break;
1087 default:
1088 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
1089 state->render_states[WINED3DRS_FOGVERTEXMODE]);
1090 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1093 } else {
1094 new_source = FOGSOURCE_FFP;
1096 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
1098 case WINED3DFOG_EXP:
1099 glFogi(GL_FOG_MODE, GL_EXP);
1100 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1101 break;
1103 case WINED3DFOG_EXP2:
1104 glFogi(GL_FOG_MODE, GL_EXP2);
1105 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1106 break;
1108 case WINED3DFOG_LINEAR:
1109 glFogi(GL_FOG_MODE, GL_LINEAR);
1110 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1111 break;
1113 case WINED3DFOG_NONE: /* Won't happen */
1114 default:
1115 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
1116 state->render_states[WINED3DRS_FOGTABLEMODE]);
1120 glEnableWINE(GL_FOG);
1121 checkGLcall("glEnable GL_FOG");
1122 if(new_source != context->fog_source) {
1123 context->fog_source = new_source;
1124 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1128 static void state_rangefog_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1130 if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1131 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1134 static void state_rangefog(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1136 if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1138 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1139 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1140 } else {
1141 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1142 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1146 void state_fogcolor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1148 float col[4];
1149 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_FOGCOLOR], col);
1150 glFogfv(GL_FOG_COLOR, &col[0]);
1151 checkGLcall("glFog GL_FOG_COLOR");
1154 void state_fogdensity(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1156 union {
1157 DWORD d;
1158 float f;
1159 } tmpvalue;
1160 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGDENSITY];
1161 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1162 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1165 static void state_colormat(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1167 const struct wined3d_state *state = &stateblock->state;
1168 struct wined3d_device *device = stateblock->device;
1169 GLenum Parm = 0;
1171 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1172 * The vertex declaration will call this function if the fixed function pipeline is used.
1175 if(isStateDirty(context, STATE_VDECL)) {
1176 return;
1179 context->num_untracked_materials = 0;
1180 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1181 && state->render_states[WINED3DRS_COLORVERTEX])
1183 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1184 state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
1185 state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
1186 state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
1187 state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
1189 if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1191 if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1192 Parm = GL_AMBIENT_AND_DIFFUSE;
1193 else
1194 Parm = GL_DIFFUSE;
1195 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1197 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1198 context->num_untracked_materials++;
1200 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1202 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1203 context->num_untracked_materials++;
1206 else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1208 Parm = GL_AMBIENT;
1209 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1211 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1212 context->num_untracked_materials++;
1214 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1216 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1217 context->num_untracked_materials++;
1220 else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1222 Parm = GL_EMISSION;
1223 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1225 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1226 context->num_untracked_materials++;
1229 else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1231 Parm = GL_SPECULAR;
1235 /* Nothing changed, return. */
1236 if (Parm == context->tracking_parm) return;
1238 if(!Parm) {
1239 glDisable(GL_COLOR_MATERIAL);
1240 checkGLcall("glDisable GL_COLOR_MATERIAL");
1241 } else {
1242 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1243 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1244 glEnable(GL_COLOR_MATERIAL);
1245 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1248 /* Apparently calls to glMaterialfv are ignored for properties we're
1249 * tracking with glColorMaterial, so apply those here. */
1250 switch (context->tracking_parm) {
1251 case GL_AMBIENT_AND_DIFFUSE:
1252 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1253 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1254 checkGLcall("glMaterialfv");
1255 break;
1257 case GL_DIFFUSE:
1258 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1259 checkGLcall("glMaterialfv");
1260 break;
1262 case GL_AMBIENT:
1263 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1264 checkGLcall("glMaterialfv");
1265 break;
1267 case GL_EMISSION:
1268 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
1269 checkGLcall("glMaterialfv");
1270 break;
1272 case GL_SPECULAR:
1273 /* Only change material color if specular is enabled, otherwise it is set to black */
1274 if (state->render_states[WINED3DRS_SPECULARENABLE])
1276 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
1277 checkGLcall("glMaterialfv");
1278 } else {
1279 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1280 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1281 checkGLcall("glMaterialfv");
1283 break;
1286 context->tracking_parm = Parm;
1289 static void state_linepattern(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1291 union {
1292 DWORD d;
1293 WINED3DLINEPATTERN lp;
1294 } tmppattern;
1295 tmppattern.d = stateblock->state.render_states[WINED3DRS_LINEPATTERN];
1297 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1299 if (tmppattern.lp.wRepeatFactor) {
1300 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1301 checkGLcall("glLineStipple(repeat, linepattern)");
1302 glEnable(GL_LINE_STIPPLE);
1303 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1304 } else {
1305 glDisable(GL_LINE_STIPPLE);
1306 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1310 static void state_normalize(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1312 if(isStateDirty(context, STATE_VDECL)) {
1313 return;
1315 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1316 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1317 * by zero and is not properly defined in opengl, so avoid it
1319 if (stateblock->state.render_states[WINED3DRS_NORMALIZENORMALS]
1320 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1322 glEnable(GL_NORMALIZE);
1323 checkGLcall("glEnable(GL_NORMALIZE);");
1324 } else {
1325 glDisable(GL_NORMALIZE);
1326 checkGLcall("glDisable(GL_NORMALIZE);");
1330 static void state_psizemin_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1332 union {
1333 DWORD d;
1334 float f;
1335 } tmpvalue;
1337 tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1338 if (tmpvalue.f != 1.0f)
1340 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1342 tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1343 if (tmpvalue.f != 64.0f)
1345 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1350 static void state_psizemin_ext(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1352 const struct wined3d_gl_info *gl_info = context->gl_info;
1353 union
1355 DWORD d;
1356 float f;
1357 } min, max;
1359 min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1360 max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1362 /* Max point size trumps min point size */
1363 if(min.f > max.f) {
1364 min.f = max.f;
1367 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1368 checkGLcall("glPointParameterfEXT(...)");
1369 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1370 checkGLcall("glPointParameterfEXT(...)");
1373 static void state_psizemin_arb(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1375 const struct wined3d_gl_info *gl_info = context->gl_info;
1376 union
1378 DWORD d;
1379 float f;
1380 } min, max;
1382 min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1383 max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1385 /* Max point size trumps min point size */
1386 if(min.f > max.f) {
1387 min.f = max.f;
1390 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1391 checkGLcall("glPointParameterfARB(...)");
1392 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1393 checkGLcall("glPointParameterfARB(...)");
1396 static void state_pscale(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1398 const struct wined3d_gl_info *gl_info = context->gl_info;
1399 /* TODO: Group this with the viewport */
1401 * POINTSCALEENABLE controls how point size value is treated. If set to
1402 * true, the point size is scaled with respect to height of viewport.
1403 * When set to false point size is in pixels.
1406 /* Default values */
1407 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1408 union {
1409 DWORD d;
1410 float f;
1411 } pointSize, A, B, C;
1413 pointSize.d = stateblock->state.render_states[WINED3DRS_POINTSIZE];
1414 A.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_A];
1415 B.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_B];
1416 C.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_C];
1418 if (stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1420 GLfloat scaleFactor;
1421 DWORD h = stateblock->state.viewport.Height;
1423 if (pointSize.f < gl_info->limits.pointsize_min)
1425 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1426 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1427 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1428 * are less than 1.0f. scale_factor = 1.0f / point_size.
1430 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1431 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1432 * is 1.0, but then accepts points below that and draws too small points
1434 pointSize.f = gl_info->limits.pointsize_min;
1436 else if(pointSize.f > gl_info->limits.pointsize_max)
1438 /* gl already scales the input to glPointSize,
1439 * d3d scales the result after the point size scale.
1440 * If the point size is bigger than the max size, use the
1441 * scaling to scale it bigger, and set the gl point size to max
1443 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1444 TRACE("scale: %f\n", scaleFactor);
1445 pointSize.f = gl_info->limits.pointsize_max;
1446 } else {
1447 scaleFactor = 1.0f;
1449 scaleFactor = powf(h * scaleFactor, 2);
1451 att[0] = A.f / scaleFactor;
1452 att[1] = B.f / scaleFactor;
1453 att[2] = C.f / scaleFactor;
1456 if (gl_info->supported[ARB_POINT_PARAMETERS])
1458 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1459 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1461 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1463 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1464 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1466 else if(stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1468 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1471 glPointSize(pointSize.f);
1472 checkGLcall("glPointSize(...);");
1475 static void state_debug_monitor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1477 WARN("token: %#x\n", stateblock->state.render_states[WINED3DRS_DEBUGMONITORTOKEN]);
1480 static void state_colorwrite(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1482 DWORD mask0 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE];
1483 DWORD mask1 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1];
1484 DWORD mask2 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2];
1485 DWORD mask3 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3];
1487 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1488 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1489 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1490 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1491 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1492 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1493 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1494 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1495 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1496 checkGLcall("glColorMask(...)");
1498 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1499 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1501 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1502 mask0, mask1, mask2, mask3);
1503 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1507 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1509 GL_EXTCALL(glColorMaskIndexedEXT(index,
1510 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1511 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1512 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1513 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1516 static void state_colorwrite0(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1518 set_color_mask(context->gl_info, 0, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE]);
1521 static void state_colorwrite1(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1523 set_color_mask(context->gl_info, 1, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1]);
1526 static void state_colorwrite2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1528 set_color_mask(context->gl_info, 2, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2]);
1531 static void state_colorwrite3(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1533 set_color_mask(context->gl_info, 3, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3]);
1536 static void state_localviewer(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1538 if (stateblock->state.render_states[WINED3DRS_LOCALVIEWER])
1540 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1541 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1542 } else {
1543 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1544 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1548 static void state_lastpixel(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1550 if (stateblock->state.render_states[WINED3DRS_LASTPIXEL])
1552 TRACE("Last Pixel Drawing Enabled\n");
1553 } else {
1554 static BOOL warned;
1555 if (!warned) {
1556 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1557 warned = TRUE;
1558 } else {
1559 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1564 static void state_pointsprite_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1566 static BOOL warned;
1568 /* TODO: NV_POINT_SPRITE */
1569 if (!warned && stateblock->state.render_states[WINED3DRS_POINTSPRITEENABLE])
1571 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1572 FIXME("Point sprites not supported\n");
1573 warned = TRUE;
1577 static void state_pointsprite(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1579 const struct wined3d_gl_info *gl_info = context->gl_info;
1580 const struct wined3d_state *state = &stateblock->state;
1582 if (state->render_states[WINED3DRS_POINTSPRITEENABLE])
1584 static BOOL warned;
1586 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1588 if (use_ps(state) || state->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1590 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1591 warned = TRUE;
1595 glEnable(GL_POINT_SPRITE_ARB);
1596 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1597 } else {
1598 glDisable(GL_POINT_SPRITE_ARB);
1599 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1603 static void state_wrap(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1606 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1607 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1608 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1609 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1611 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1613 if (stateblock->state.render_states[WINED3DRS_WRAP0]
1614 || stateblock->state.render_states[WINED3DRS_WRAP1]
1615 || stateblock->state.render_states[WINED3DRS_WRAP2]
1616 || stateblock->state.render_states[WINED3DRS_WRAP3]
1617 || stateblock->state.render_states[WINED3DRS_WRAP4]
1618 || stateblock->state.render_states[WINED3DRS_WRAP5]
1619 || stateblock->state.render_states[WINED3DRS_WRAP6]
1620 || stateblock->state.render_states[WINED3DRS_WRAP7]
1621 || stateblock->state.render_states[WINED3DRS_WRAP8]
1622 || stateblock->state.render_states[WINED3DRS_WRAP9]
1623 || stateblock->state.render_states[WINED3DRS_WRAP10]
1624 || stateblock->state.render_states[WINED3DRS_WRAP11]
1625 || stateblock->state.render_states[WINED3DRS_WRAP12]
1626 || stateblock->state.render_states[WINED3DRS_WRAP13]
1627 || stateblock->state.render_states[WINED3DRS_WRAP14]
1628 || stateblock->state.render_states[WINED3DRS_WRAP15])
1630 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
1634 static void state_msaa_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1636 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1637 WARN("Multisample antialiasing not supported by gl\n");
1640 static void state_msaa(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1642 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1644 glEnable(GL_MULTISAMPLE_ARB);
1645 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1646 } else {
1647 glDisable(GL_MULTISAMPLE_ARB);
1648 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1652 static void state_scissor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1654 if (stateblock->state.render_states[WINED3DRS_SCISSORTESTENABLE])
1656 glEnable(GL_SCISSOR_TEST);
1657 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1658 } else {
1659 glDisable(GL_SCISSOR_TEST);
1660 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1664 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1665 * OpenGL the bias is specified in units of "the smallest value that is
1666 * guaranteed to produce a resolvable offset for a given implementation". To
1667 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1668 * There's no practical way to retrieve that value from a given GL
1669 * implementation, but the D3D application has essentially the same problem,
1670 * which makes a guess of the depth buffer format's highest possible value a
1671 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1672 * depth slope, and doesn't need to be scaled. */
1673 static void state_depthbias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1675 if (stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
1676 || stateblock->state.render_states[WINED3DRS_DEPTHBIAS])
1678 struct wined3d_surface *depth = stateblock->device->fb.depth_stencil;
1679 float scale;
1681 union
1683 DWORD d;
1684 float f;
1685 } scale_bias, const_bias;
1687 scale_bias.d = stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
1688 const_bias.d = stateblock->state.render_states[WINED3DRS_DEPTHBIAS];
1690 glEnable(GL_POLYGON_OFFSET_FILL);
1691 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1693 if (depth)
1695 const struct wined3d_format *fmt = depth->resource.format;
1696 scale = powf(2, fmt->depth_size) - 1;
1697 TRACE("Depth format %s, using depthbias scale of %f\n",
1698 debug_d3dformat(fmt->id), scale);
1700 else
1702 /* The context manager will reapply this state on a depth stencil change */
1703 TRACE("No depth stencil, using depthbias scale of 0.0\n");
1704 scale = 0;
1707 glPolygonOffset(scale_bias.f, const_bias.f * scale);
1708 checkGLcall("glPolygonOffset(...)");
1709 } else {
1710 glDisable(GL_POLYGON_OFFSET_FILL);
1711 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1715 static void state_zvisible(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1717 if (stateblock->state.render_states[WINED3DRS_ZVISIBLE])
1718 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1721 static void state_perspective(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1723 if (stateblock->state.render_states[WINED3DRS_TEXTUREPERSPECTIVE])
1725 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1726 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1727 } else {
1728 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1729 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1733 static void state_stippledalpha(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1735 if (stateblock->state.render_states[WINED3DRS_STIPPLEDALPHA])
1736 FIXME(" Stippled Alpha not supported yet.\n");
1739 static void state_antialias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1741 if (stateblock->state.render_states[WINED3DRS_ANTIALIAS])
1742 FIXME("Antialias not supported yet.\n");
1745 static void state_multisampmask(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1747 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
1748 FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
1749 stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK]);
1752 static void state_patchedgestyle(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1754 if (stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1755 FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
1756 stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE]);
1759 static void state_patchsegments(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1761 union {
1762 DWORD d;
1763 float f;
1764 } tmpvalue;
1765 tmpvalue.f = 1.0f;
1767 if (stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1769 static BOOL displayed = FALSE;
1771 tmpvalue.d = stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS];
1772 if(!displayed)
1773 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1775 displayed = TRUE;
1779 static void state_positiondegree(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1781 if (stateblock->state.render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1782 FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
1783 stateblock->state.render_states[WINED3DRS_POSITIONDEGREE]);
1786 static void state_normaldegree(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1788 if (stateblock->state.render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1789 FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
1790 stateblock->state.render_states[WINED3DRS_NORMALDEGREE]);
1793 static void state_tessellation(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1795 if (stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1796 FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1797 stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1800 static void state_nvdb(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1802 union {
1803 DWORD d;
1804 float f;
1805 } zmin, zmax;
1807 const struct wined3d_gl_info *gl_info = context->gl_info;
1809 if (stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1811 zmin.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_Z];
1812 zmax.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_W];
1814 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1815 * In d3d9 test is not performed in this case*/
1816 if (zmin.f <= zmax.f)
1818 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1819 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1820 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1821 checkGLcall("glDepthBoundsEXT(...)");
1823 else {
1824 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1825 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1828 else {
1829 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1830 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1833 state_tessellation(state, stateblock, context);
1836 static void state_wrapu(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1838 if (stateblock->state.render_states[WINED3DRS_WRAPU])
1839 FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
1842 static void state_wrapv(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1844 if (stateblock->state.render_states[WINED3DRS_WRAPV])
1845 FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
1848 static void state_monoenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1850 if (stateblock->state.render_states[WINED3DRS_MONOENABLE])
1851 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
1854 static void state_rop2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1856 if (stateblock->state.render_states[WINED3DRS_ROP2])
1857 FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
1860 static void state_planemask(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1862 if (stateblock->state.render_states[WINED3DRS_PLANEMASK])
1863 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
1866 static void state_subpixel(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1868 if (stateblock->state.render_states[WINED3DRS_SUBPIXEL])
1869 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
1872 static void state_subpixelx(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1874 if (stateblock->state.render_states[WINED3DRS_SUBPIXELX])
1875 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
1878 static void state_stippleenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1880 if (stateblock->state.render_states[WINED3DRS_STIPPLEENABLE])
1881 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
1884 static void state_mipmaplodbias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1886 if (stateblock->state.render_states[WINED3DRS_MIPMAPLODBIAS])
1887 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
1890 static void state_anisotropy(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1892 if (stateblock->state.render_states[WINED3DRS_ANISOTROPY])
1893 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
1896 static void state_flushbatch(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1898 if (stateblock->state.render_states[WINED3DRS_FLUSHBATCH])
1899 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
1902 static void state_translucentsi(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1904 if (stateblock->state.render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
1905 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1908 static void state_extents(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1910 if (stateblock->state.render_states[WINED3DRS_EXTENTS])
1911 FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
1914 static void state_ckeyblend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1916 if (stateblock->state.render_states[WINED3DRS_COLORKEYBLENDENABLE])
1917 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
1920 static void state_swvp(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1922 if (stateblock->state.render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1923 FIXME("Software vertex processing not implemented.\n");
1926 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1927 #if defined (GL_VERSION_1_3)
1928 # define useext(A) A
1929 #elif defined (GL_EXT_texture_env_combine)
1930 # define useext(A) A##_EXT
1931 #elif defined (GL_ARB_texture_env_combine)
1932 # define useext(A) A##_ARB
1933 #endif
1935 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1936 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1937 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1938 * flag specifies the complement of the input should be used. */
1939 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1940 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1942 /* Calculate the operand */
1943 if (complement) {
1944 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1945 else *operand = GL_ONE_MINUS_SRC_COLOR;
1946 } else {
1947 if (from_alpha) *operand = GL_SRC_ALPHA;
1948 else *operand = GL_SRC_COLOR;
1951 /* Calculate the source */
1952 switch (arg & WINED3DTA_SELECTMASK) {
1953 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1954 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1955 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1956 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1957 case WINED3DTA_SPECULAR:
1959 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1960 * 'Secondary color' and isn't supported until base GL supports it
1961 * There is no concept of temp registers as far as I can tell
1963 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1964 *source = GL_TEXTURE;
1965 break;
1966 default:
1967 FIXME("Unrecognized texture arg %#x\n", arg);
1968 *source = GL_TEXTURE;
1969 break;
1973 /* Setup the texture operations texture stage states */
1974 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1975 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1977 GLenum src1, src2, src3;
1978 GLenum opr1, opr2, opr3;
1979 GLenum comb_target;
1980 GLenum src0_target, src1_target, src2_target;
1981 GLenum opr0_target, opr1_target, opr2_target;
1982 GLenum scal_target;
1983 GLenum opr=0, invopr, src3_target, opr3_target;
1984 BOOL Handled = FALSE;
1986 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1988 /* This is called by a state handler which has the gl lock held and a context for the thread */
1990 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1991 the form (a1 <operation> a2). However, some of the more complex operations
1992 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1993 in a third parameter called a0. Therefore these are operations of the form
1994 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1996 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1997 functions below, expect their syntax to differ slightly to those listed in the
1998 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1999 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2001 if (isAlpha) {
2002 comb_target = useext(GL_COMBINE_ALPHA);
2003 src0_target = useext(GL_SOURCE0_ALPHA);
2004 src1_target = useext(GL_SOURCE1_ALPHA);
2005 src2_target = useext(GL_SOURCE2_ALPHA);
2006 opr0_target = useext(GL_OPERAND0_ALPHA);
2007 opr1_target = useext(GL_OPERAND1_ALPHA);
2008 opr2_target = useext(GL_OPERAND2_ALPHA);
2009 scal_target = GL_ALPHA_SCALE;
2011 else {
2012 comb_target = useext(GL_COMBINE_RGB);
2013 src0_target = useext(GL_SOURCE0_RGB);
2014 src1_target = useext(GL_SOURCE1_RGB);
2015 src2_target = useext(GL_SOURCE2_RGB);
2016 opr0_target = useext(GL_OPERAND0_RGB);
2017 opr1_target = useext(GL_OPERAND1_RGB);
2018 opr2_target = useext(GL_OPERAND2_RGB);
2019 scal_target = useext(GL_RGB_SCALE);
2022 /* If a texture stage references an invalid texture unit the stage just
2023 * passes through the result from the previous stage */
2024 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2026 arg1 = WINED3DTA_CURRENT;
2027 op = WINED3DTOP_SELECTARG1;
2030 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2032 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2033 } else {
2034 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2036 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2037 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2039 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2041 Handled = TRUE; /* Assume will be handled */
2043 /* Other texture operations require special extensions: */
2044 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2046 if (isAlpha) {
2047 opr = GL_SRC_ALPHA;
2048 invopr = GL_ONE_MINUS_SRC_ALPHA;
2049 src3_target = GL_SOURCE3_ALPHA_NV;
2050 opr3_target = GL_OPERAND3_ALPHA_NV;
2051 } else {
2052 opr = GL_SRC_COLOR;
2053 invopr = GL_ONE_MINUS_SRC_COLOR;
2054 src3_target = GL_SOURCE3_RGB_NV;
2055 opr3_target = GL_OPERAND3_RGB_NV;
2057 switch (op) {
2058 case WINED3DTOP_DISABLE: /* Only for alpha */
2059 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2060 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2061 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2062 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2063 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2064 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2065 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2066 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2067 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2068 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2069 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2070 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2071 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2072 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2073 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2074 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2075 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2076 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2077 break;
2078 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2079 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2080 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2081 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2082 if (op == WINED3DTOP_SELECTARG1) {
2083 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2084 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2085 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2086 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2087 } else {
2088 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2089 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2090 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2091 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2093 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2094 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2095 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2096 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2097 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2098 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2099 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2100 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2101 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2102 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2103 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2104 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2105 break;
2107 case WINED3DTOP_MODULATE:
2108 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2109 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2110 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2111 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2112 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2113 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2114 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2115 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2116 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2117 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2118 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2119 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2120 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2121 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2122 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2123 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2124 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2125 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2126 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2127 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2128 break;
2129 case WINED3DTOP_MODULATE2X:
2130 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2131 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2132 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2133 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2134 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2135 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2136 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2137 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2138 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2139 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2140 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2141 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2142 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2143 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2144 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2145 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2146 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2147 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2148 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2149 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2150 break;
2151 case WINED3DTOP_MODULATE4X:
2152 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2153 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2154 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2155 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2156 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2157 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2158 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2159 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2160 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2161 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2162 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2163 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2164 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2165 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2166 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2167 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2168 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2169 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2170 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2171 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2172 break;
2174 case WINED3DTOP_ADD:
2175 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2176 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2177 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2178 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2179 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2180 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2181 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2182 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2183 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2184 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2185 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2186 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2187 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2188 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2189 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2190 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2191 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2192 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2193 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2194 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2195 break;
2197 case WINED3DTOP_ADDSIGNED:
2198 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2199 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2200 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2201 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2202 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2203 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2204 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2205 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2206 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2207 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2208 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2209 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2210 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2211 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2212 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2213 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2214 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2215 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2216 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2217 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2218 break;
2220 case WINED3DTOP_ADDSIGNED2X:
2221 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2222 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2223 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2224 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2225 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2226 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2227 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2228 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2229 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2230 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2231 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2232 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2233 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2234 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2235 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2236 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2237 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2238 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2239 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2240 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2241 break;
2243 case WINED3DTOP_ADDSMOOTH:
2244 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2245 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2246 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2247 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2248 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2249 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2250 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2251 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2252 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2253 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2254 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2255 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2256 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2257 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2258 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2259 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2260 switch (opr1) {
2261 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2262 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2263 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2264 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2266 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2267 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2268 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2269 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2270 break;
2272 case WINED3DTOP_BLENDDIFFUSEALPHA:
2273 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2274 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2275 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2276 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2277 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2278 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2279 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2280 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2281 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2282 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2283 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2284 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2285 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2286 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2287 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2288 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2289 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2290 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2291 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2292 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2293 break;
2294 case WINED3DTOP_BLENDTEXTUREALPHA:
2295 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2296 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2297 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2298 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2299 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2300 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2301 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2302 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2303 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2304 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2305 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2306 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2307 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2308 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2309 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2310 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2311 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2312 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2313 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2314 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2315 break;
2316 case WINED3DTOP_BLENDFACTORALPHA:
2317 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2318 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2319 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2320 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2321 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2322 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2323 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2324 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2325 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2326 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2327 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2328 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2329 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2330 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2331 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2332 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2333 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2334 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2335 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2336 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2337 break;
2338 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2339 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2340 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2341 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2342 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2343 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2344 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2345 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2346 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2347 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2348 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2349 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2350 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2351 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2352 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2353 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2354 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2355 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2356 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2357 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2358 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2359 break;
2360 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2361 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2362 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2363 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2364 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2365 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2366 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2367 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2368 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2369 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2370 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2371 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2372 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2373 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2374 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2375 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2376 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2377 switch (opr) {
2378 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2379 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2381 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2382 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2383 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2384 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2385 break;
2386 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2387 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2388 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2389 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2390 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2391 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2392 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2393 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2394 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2395 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2396 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2397 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2398 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2399 switch (opr1) {
2400 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2401 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2403 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2404 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2405 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2406 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2407 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2408 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2409 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2410 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2411 break;
2412 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2413 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2414 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2415 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2416 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2417 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2418 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2419 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2420 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2421 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2422 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2423 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2424 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2425 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2426 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2427 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2428 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2429 switch (opr1) {
2430 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2431 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2432 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2433 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2435 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2436 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2437 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2438 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2439 break;
2440 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2441 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2442 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2443 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2444 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2445 switch (opr1) {
2446 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2447 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2448 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2449 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2451 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2452 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2453 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2454 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2455 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2456 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2457 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2458 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2459 switch (opr1) {
2460 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2461 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2463 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2464 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2465 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2466 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2467 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2468 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2469 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2470 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2471 break;
2472 case WINED3DTOP_MULTIPLYADD:
2473 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2474 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2475 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2476 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2477 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2478 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2479 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2480 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2481 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2482 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2483 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2484 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2485 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2486 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2487 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2488 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2489 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2490 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2491 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2492 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2493 break;
2495 case WINED3DTOP_BUMPENVMAP:
2499 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2500 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2502 default:
2503 Handled = FALSE;
2505 if (Handled) {
2506 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2507 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2509 return;
2511 } /* GL_NV_texture_env_combine4 */
2513 Handled = TRUE; /* Again, assume handled */
2514 switch (op) {
2515 case WINED3DTOP_DISABLE: /* Only for alpha */
2516 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2517 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2518 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2519 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2520 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2521 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2522 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2523 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2524 break;
2525 case WINED3DTOP_SELECTARG1:
2526 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2527 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2528 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2529 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2530 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2531 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2532 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2533 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2534 break;
2535 case WINED3DTOP_SELECTARG2:
2536 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2537 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2538 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2539 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2540 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2541 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2542 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2543 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2544 break;
2545 case WINED3DTOP_MODULATE:
2546 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2547 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2548 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2549 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2550 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2551 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2552 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2553 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2554 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2555 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2556 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2557 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2558 break;
2559 case WINED3DTOP_MODULATE2X:
2560 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2561 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2562 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2563 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2564 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2565 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2566 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2567 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2568 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2569 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2570 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2571 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2572 break;
2573 case WINED3DTOP_MODULATE4X:
2574 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2575 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2576 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2577 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2578 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2579 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2580 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2581 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2582 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2583 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2584 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2585 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2586 break;
2587 case WINED3DTOP_ADD:
2588 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2589 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2590 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2591 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2592 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2593 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2594 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2595 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2596 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2597 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2598 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2599 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2600 break;
2601 case WINED3DTOP_ADDSIGNED:
2602 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2603 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2604 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2605 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2606 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2607 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2608 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2609 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2610 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2611 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2612 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2613 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2614 break;
2615 case WINED3DTOP_ADDSIGNED2X:
2616 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2617 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2618 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2619 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2620 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2621 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2622 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2623 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2624 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2625 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2626 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2627 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2628 break;
2629 case WINED3DTOP_SUBTRACT:
2630 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2632 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2633 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2634 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2635 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2636 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2637 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2638 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2639 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2640 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2641 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2642 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2643 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2644 } else {
2645 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2647 break;
2649 case WINED3DTOP_BLENDDIFFUSEALPHA:
2650 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2651 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2652 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2653 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2654 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2655 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2656 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2657 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2658 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2659 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2660 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2661 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2662 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2663 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2664 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2665 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2666 break;
2667 case WINED3DTOP_BLENDTEXTUREALPHA:
2668 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2669 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2670 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2671 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2672 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2673 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2674 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2675 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2676 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2677 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2678 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2679 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2680 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2681 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2682 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2683 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2684 break;
2685 case WINED3DTOP_BLENDFACTORALPHA:
2686 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2687 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2688 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2689 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2690 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2691 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2692 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2693 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2694 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2695 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2696 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2697 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2698 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2699 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2700 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2701 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2702 break;
2703 case WINED3DTOP_BLENDCURRENTALPHA:
2704 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2705 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2706 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2707 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2708 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2709 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2710 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2711 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2712 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2713 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2714 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2715 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2716 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2717 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2718 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2719 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2720 break;
2721 case WINED3DTOP_DOTPRODUCT3:
2722 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2724 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2725 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2727 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2729 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2730 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2731 } else {
2732 FIXME("This version of opengl does not support GL_DOT3\n");
2734 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2735 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2736 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2737 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2738 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2739 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2740 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2741 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2742 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2743 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2744 break;
2745 case WINED3DTOP_LERP:
2746 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2747 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2748 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2749 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2750 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2751 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2752 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2753 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2754 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2755 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2756 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2757 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2758 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2759 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2760 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2761 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2762 break;
2763 case WINED3DTOP_ADDSMOOTH:
2764 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2766 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2767 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2768 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2769 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2770 switch (opr1) {
2771 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2772 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2773 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2774 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2776 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2777 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2778 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2779 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2780 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2781 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2782 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2783 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2784 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2785 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2786 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2787 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2788 } else
2789 Handled = FALSE;
2790 break;
2791 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2792 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2794 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2795 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2796 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2797 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2798 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2799 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2800 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2801 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2802 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2803 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2804 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2805 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2806 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2807 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2808 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2809 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2810 } else
2811 Handled = FALSE;
2812 break;
2813 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2814 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2816 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2817 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2818 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2819 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2820 switch (opr1) {
2821 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2822 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2823 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2824 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2826 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2827 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2828 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2829 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2830 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2831 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2832 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2833 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2834 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2835 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2836 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2837 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2838 } else
2839 Handled = FALSE;
2840 break;
2841 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2842 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2844 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2845 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2846 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2847 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2848 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2849 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2850 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2851 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2852 switch (opr1) {
2853 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2854 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2855 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2856 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2858 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2859 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2860 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2861 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2862 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2863 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2864 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2865 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2866 } else
2867 Handled = FALSE;
2868 break;
2869 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2870 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2872 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2873 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2874 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2875 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2876 switch (opr1) {
2877 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2878 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2879 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2880 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2882 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2883 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2884 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2885 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2886 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2887 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2888 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2889 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2890 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2891 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2892 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2893 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2894 } else
2895 Handled = FALSE;
2896 break;
2897 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2898 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2900 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2901 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2902 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2903 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2904 switch (opr1) {
2905 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2906 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2907 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2908 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2910 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2911 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2912 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2913 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2914 switch (opr1) {
2915 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2916 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2917 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2918 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2920 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2921 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2922 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2923 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2924 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2925 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2926 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2927 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2928 } else
2929 Handled = FALSE;
2930 break;
2931 case WINED3DTOP_MULTIPLYADD:
2932 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2934 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2935 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2936 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2937 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2938 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2939 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2940 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2941 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2942 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2943 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2944 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2945 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2946 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2947 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2948 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2949 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2950 } else
2951 Handled = FALSE;
2952 break;
2953 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2954 case WINED3DTOP_BUMPENVMAP:
2955 if (gl_info->supported[NV_TEXTURE_SHADER2])
2957 /* Technically texture shader support without register combiners is possible, but not expected to occur
2958 * on real world cards, so for now a fixme should be enough
2960 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2962 default:
2963 Handled = FALSE;
2966 if (Handled) {
2967 BOOL combineOK = TRUE;
2968 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2970 DWORD op2;
2972 if (isAlpha)
2973 op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
2974 else
2975 op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
2977 /* Note: If COMBINE4 in effect can't go back to combine! */
2978 switch (op2) {
2979 case WINED3DTOP_ADDSMOOTH:
2980 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2981 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2982 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2983 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2984 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2985 case WINED3DTOP_MULTIPLYADD:
2986 /* Ignore those implemented in both cases */
2987 switch (op) {
2988 case WINED3DTOP_SELECTARG1:
2989 case WINED3DTOP_SELECTARG2:
2990 combineOK = FALSE;
2991 Handled = FALSE;
2992 break;
2993 default:
2994 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2995 return;
3000 if (combineOK) {
3001 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
3002 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
3004 return;
3008 /* After all the extensions, if still unhandled, report fixme */
3009 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3013 static void tex_colorop(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3015 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3016 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3017 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3018 const struct wined3d_gl_info *gl_info = context->gl_info;
3019 const struct wined3d_state *state = &stateblock->state;
3021 TRACE("Setting color op for stage %d\n", stage);
3023 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3024 if (use_ps(state)) return;
3026 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3028 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3030 if (tex_used && mapped_stage >= gl_info->limits.textures)
3032 FIXME("Attempt to enable unsupported stage!\n");
3033 return;
3035 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3036 checkGLcall("glActiveTextureARB");
3039 if (stage >= state->lowest_disabled_stage)
3041 TRACE("Stage disabled\n");
3042 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3044 /* Disable everything here */
3045 glDisable(GL_TEXTURE_2D);
3046 checkGLcall("glDisable(GL_TEXTURE_2D)");
3047 glDisable(GL_TEXTURE_3D);
3048 checkGLcall("glDisable(GL_TEXTURE_3D)");
3049 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3051 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3052 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3054 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3056 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3057 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3060 /* All done */
3061 return;
3064 /* The sampler will also activate the correct texture dimensions, so no
3065 * need to do it here if the sampler for this stage is dirty. */
3066 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3067 texture_activate_dimensions(state->textures[stage], gl_info);
3069 set_tex_op(gl_info, state, FALSE, stage,
3070 state->texture_states[stage][WINED3DTSS_COLOROP],
3071 state->texture_states[stage][WINED3DTSS_COLORARG1],
3072 state->texture_states[stage][WINED3DTSS_COLORARG2],
3073 state->texture_states[stage][WINED3DTSS_COLORARG0]);
3076 void tex_alphaop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3078 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3079 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3080 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3081 const struct wined3d_gl_info *gl_info = context->gl_info;
3082 DWORD op, arg1, arg2, arg0;
3084 TRACE("Setting alpha op for stage %d\n", stage);
3085 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3086 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3088 if (tex_used && mapped_stage >= gl_info->limits.textures)
3090 FIXME("Attempt to enable unsupported stage!\n");
3091 return;
3093 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3094 checkGLcall("glActiveTextureARB");
3097 op = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAOP];
3098 arg1 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG1];
3099 arg2 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG2];
3100 arg0 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG0];
3102 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->state.textures[0])
3104 struct wined3d_texture *texture = stateblock->state.textures[0];
3105 GLenum texture_dimensions = texture->target;
3107 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3109 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3111 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3113 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3114 * properly. On the other hand applications can still use texture combiners apparently. This code
3115 * takes care that apps cannot remove the texture's alpha channel entirely.
3117 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3118 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3119 * and alpha component of diffuse color to draw things like translucent text and perform other
3120 * blending effects.
3122 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3123 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3124 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3125 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3126 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3127 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3128 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3129 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3130 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3131 * alpha.
3133 * What to do with multitexturing? So far no app has been found that uses color keying with
3134 * multitexturing */
3135 if (op == WINED3DTOP_DISABLE)
3137 arg1 = WINED3DTA_TEXTURE;
3138 op = WINED3DTOP_SELECTARG1;
3140 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3142 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3144 arg2 = WINED3DTA_TEXTURE;
3145 op = WINED3DTOP_MODULATE;
3147 else arg1 = WINED3DTA_TEXTURE;
3149 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3151 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3153 arg1 = WINED3DTA_TEXTURE;
3154 op = WINED3DTOP_MODULATE;
3156 else arg2 = WINED3DTA_TEXTURE;
3162 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3163 * this if block here, and the other code(color keying, texture unit selection) are the same
3165 TRACE("Setting alpha op for stage %d\n", stage);
3166 if (gl_info->supported[NV_REGISTER_COMBINERS])
3168 set_tex_op_nvrc(gl_info, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0,
3169 mapped_stage, stateblock->state.texture_states[stage][WINED3DTSS_RESULTARG]);
3171 else
3173 set_tex_op(gl_info, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0);
3177 static void transform_texture(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3179 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3180 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3181 const struct wined3d_gl_info *gl_info = context->gl_info;
3182 const struct wined3d_state *state = &stateblock->state;
3183 BOOL generated;
3184 int coordIdx;
3186 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3187 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3189 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3190 return;
3193 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3194 if (mapped_stage >= gl_info->limits.textures) return;
3196 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3197 checkGLcall("glActiveTextureARB");
3198 generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3199 coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3201 set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3202 state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3203 generated, context->last_was_rhw,
3204 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3205 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3206 : WINED3DFMT_UNKNOWN,
3207 stateblock->device->frag_pipe->ffp_proj_control);
3209 /* The sampler applying function calls us if this changes */
3210 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3212 if(generated) {
3213 FIXME("Non-power2 texture being used with generated texture coords\n");
3215 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3216 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3217 if (!use_ps(state))
3219 TRACE("Non power two matrix multiply fixup\n");
3220 glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3225 static void unloadTexCoords(const struct wined3d_gl_info *gl_info)
3227 unsigned int texture_idx;
3229 for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx)
3231 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3232 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3236 static void loadTexCoords(const struct wined3d_gl_info *gl_info, struct wined3d_stateblock *stateblock,
3237 const struct wined3d_stream_info *si, GLuint *curVBO)
3239 unsigned int mapped_stage = 0;
3240 unsigned int textureNo = 0;
3242 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3244 int coordIdx = stateblock->state.texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3246 mapped_stage = stateblock->device->texUnitMap[textureNo];
3247 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3249 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3251 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3252 const struct wined3d_stream_state *stream = &stateblock->state.streams[e->stream_idx];
3254 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3255 textureNo, mapped_stage, coordIdx, e->data);
3257 if (*curVBO != e->buffer_object)
3259 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3260 checkGLcall("glBindBufferARB");
3261 *curVBO = e->buffer_object;
3264 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3265 checkGLcall("glClientActiveTextureARB");
3267 /* The coords to supply depend completely on the fvf / vertex shader */
3268 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3269 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
3270 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3271 } else {
3272 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3275 if (gl_info->supported[NV_REGISTER_COMBINERS])
3277 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3278 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3280 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3284 checkGLcall("loadTexCoords");
3287 static void tex_coordindex(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3289 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3290 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3291 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3292 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3293 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3294 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3295 const struct wined3d_gl_info *gl_info = context->gl_info;
3297 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3299 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3300 return;
3303 if (mapped_stage >= gl_info->limits.fragment_samplers)
3305 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3306 return;
3308 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3309 checkGLcall("glActiveTextureARB");
3311 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3313 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3314 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3315 * means use the vertex position (camera-space) as the input texture coordinates
3316 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3317 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3318 * to the TEXCOORDINDEX value
3320 switch (stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3322 case WINED3DTSS_TCI_PASSTHRU:
3323 /* Use the specified texture coordinates contained within the
3324 * vertex format. This value resolves to zero. */
3325 glDisable(GL_TEXTURE_GEN_S);
3326 glDisable(GL_TEXTURE_GEN_T);
3327 glDisable(GL_TEXTURE_GEN_R);
3328 glDisable(GL_TEXTURE_GEN_Q);
3329 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3330 break;
3332 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3333 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3334 * as the input texture coordinates for this stage's texture transformation. This
3335 * equates roughly to EYE_LINEAR */
3337 glMatrixMode(GL_MODELVIEW);
3338 glPushMatrix();
3339 glLoadIdentity();
3340 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3341 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3342 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3343 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3344 glPopMatrix();
3345 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3347 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3348 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3349 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3350 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3352 glEnable(GL_TEXTURE_GEN_S);
3353 glEnable(GL_TEXTURE_GEN_T);
3354 glEnable(GL_TEXTURE_GEN_R);
3355 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3357 break;
3359 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3360 /* Note that NV_TEXGEN_REFLECTION support is implied when
3361 * ARB_TEXTURE_CUBE_MAP is supported */
3362 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3364 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3365 break;
3368 glMatrixMode(GL_MODELVIEW);
3369 glPushMatrix();
3370 glLoadIdentity();
3371 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3372 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3373 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3374 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3375 glPopMatrix();
3376 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3378 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3379 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3380 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3381 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3383 glEnable(GL_TEXTURE_GEN_S);
3384 glEnable(GL_TEXTURE_GEN_T);
3385 glEnable(GL_TEXTURE_GEN_R);
3386 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3388 break;
3390 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3391 /* Note that NV_TEXGEN_REFLECTION support is implied when
3392 * ARB_TEXTURE_CUBE_MAP is supported */
3393 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3395 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3396 break;
3399 glMatrixMode(GL_MODELVIEW);
3400 glPushMatrix();
3401 glLoadIdentity();
3402 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3403 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3404 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3405 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3406 glPopMatrix();
3407 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3409 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3410 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3411 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3412 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3414 glEnable(GL_TEXTURE_GEN_S);
3415 glEnable(GL_TEXTURE_GEN_T);
3416 glEnable(GL_TEXTURE_GEN_R);
3417 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3419 break;
3421 case WINED3DTSS_TCI_SPHEREMAP:
3422 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3423 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3424 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3426 glEnable(GL_TEXTURE_GEN_S);
3427 glEnable(GL_TEXTURE_GEN_T);
3428 glDisable(GL_TEXTURE_GEN_R);
3429 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3431 break;
3433 default:
3434 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3435 stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3436 glDisable(GL_TEXTURE_GEN_S);
3437 glDisable(GL_TEXTURE_GEN_T);
3438 glDisable(GL_TEXTURE_GEN_R);
3439 glDisable(GL_TEXTURE_GEN_Q);
3440 checkGLcall("Disable texgen.");
3442 break;
3445 /* Update the texture matrix */
3446 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3447 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3450 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3451 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3452 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3453 * and do all the things linked to it
3454 * TODO: Tidy that up to reload only the arrays of the changed unit
3456 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3458 unloadTexCoords(gl_info);
3459 loadTexCoords(gl_info, stateblock, &stateblock->device->strided_streams, &curVBO);
3463 static void shaderconstant(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3465 const struct wined3d_state *state = &stateblock->state;
3466 struct wined3d_device *device = stateblock->device;
3468 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3469 * has an update pending
3471 if(isStateDirty(context, STATE_VDECL) ||
3472 isStateDirty(context, STATE_PIXELSHADER)) {
3473 return;
3476 device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
3479 static void tex_bumpenvlscale(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3481 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3482 const struct wined3d_shader *ps = stateblock->state.pixel_shader;
3484 if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
3486 /* The pixel shader has to know the luminance scale. Do a constants update if it
3487 * isn't scheduled anyway
3489 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3490 !isStateDirty(context, STATE_PIXELSHADER)) {
3491 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3496 static void sampler_texmatrix(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3498 const DWORD sampler = state - STATE_SAMPLER(0);
3499 struct wined3d_texture *texture = stateblock->state.textures[sampler];
3501 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3503 if(!texture) return;
3504 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3505 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3506 * scaling is reapplied or removed, the texture matrix has to be reapplied
3508 * The mapped stage is already active because the sampler() function below, which is part of the
3509 * misc pipeline
3511 if (sampler < MAX_TEXTURES)
3513 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3515 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3517 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3518 else context->lastWasPow2Texture &= ~(1 << sampler);
3519 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3520 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3525 static void sampler(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3527 DWORD sampler = state_id - STATE_SAMPLER(0);
3528 struct wined3d_device *device = stateblock->device;
3529 DWORD mapped_stage = device->texUnitMap[sampler];
3530 const struct wined3d_gl_info *gl_info = context->gl_info;
3531 const struct wined3d_state *state = &stateblock->state;
3532 union {
3533 float f;
3534 DWORD d;
3535 } tmpvalue;
3537 TRACE("Sampler: %d\n", sampler);
3538 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3539 * only has to bind textures and set the per texture states
3542 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3544 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3545 return;
3548 if (mapped_stage >= gl_info->limits.combined_samplers)
3550 return;
3552 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3553 checkGLcall("glActiveTextureARB");
3555 if (state->textures[sampler])
3557 struct wined3d_texture *texture = state->textures[sampler];
3558 BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3560 texture->texture_ops->texture_bind(texture, gl_info, srgb);
3561 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3563 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3565 tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3566 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3567 GL_TEXTURE_LOD_BIAS_EXT,
3568 tmpvalue.f);
3569 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3572 if (!use_ps(state) && sampler < state->lowest_disabled_stage)
3574 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3576 /* If color keying is enabled update the alpha test, it depends on the existence
3577 * of a color key in stage 0
3579 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3583 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3584 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3585 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
3587 else if (mapped_stage < gl_info->limits.textures)
3589 if (sampler < state->lowest_disabled_stage)
3591 /* TODO: What should I do with pixel shaders here ??? */
3592 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3594 /* If color keying is enabled update the alpha test, it depends on the existence
3595 * of a color key in stage 0
3597 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3599 } /* Otherwise tex_colorop disables the stage */
3600 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler]);
3601 checkGLcall("glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler])");
3605 void apply_pixelshader(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3607 const struct wined3d_state *state = &stateblock->state;
3608 struct wined3d_device *device = stateblock->device;
3609 BOOL use_vshader = use_vs(state);
3610 BOOL use_pshader = use_ps(state);
3611 unsigned int i;
3613 if (use_pshader) {
3614 if(!context->last_was_pshader) {
3615 /* Former draw without a pixel shader, some samplers
3616 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3617 * make sure to enable them
3619 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3620 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3621 sampler(STATE_SAMPLER(i), stateblock, context);
3624 context->last_was_pshader = TRUE;
3625 } else {
3626 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3627 * if a different texture was bound. I don't have to do anything.
3630 } else {
3631 /* Disabled the pixel shader - color ops weren't applied
3632 * while it was enabled, so re-apply them. */
3633 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3635 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3636 stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3638 context->last_was_pshader = FALSE;
3641 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3642 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3644 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3645 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3650 static void shader_bumpenvmat(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3652 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3653 const struct wined3d_shader *ps = stateblock->state.pixel_shader;
3655 if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
3657 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3658 * anyway
3660 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3661 !isStateDirty(context, STATE_PIXELSHADER)) {
3662 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3667 static void transform_world(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3669 /* This function is called by transform_view below if the view matrix was changed too
3671 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3672 * does not always update the world matrix, only on a switch between transformed
3673 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3674 * draw, but that should be rather rare and cheaper in total.
3676 glMatrixMode(GL_MODELVIEW);
3677 checkGLcall("glMatrixMode");
3679 if(context->last_was_rhw) {
3680 glLoadIdentity();
3681 checkGLcall("glLoadIdentity()");
3682 } else {
3683 /* In the general case, the view matrix is the identity matrix */
3684 if (stateblock->device->view_ident)
3686 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3687 checkGLcall("glLoadMatrixf");
3689 else
3691 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3692 checkGLcall("glLoadMatrixf");
3693 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3694 checkGLcall("glMultMatrixf");
3699 static void clipplane(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3701 const struct wined3d_state *state = &stateblock->state;
3702 UINT index = state_id - STATE_CLIPPLANE(0);
3704 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3706 return;
3709 glMatrixMode(GL_MODELVIEW);
3710 glPushMatrix();
3712 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3713 if (!use_vs(state))
3714 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3715 else
3716 /* with vertex shaders, clip planes are not transformed in direct3d,
3717 * in OpenGL they are still transformed by the model view.
3719 glLoadIdentity();
3721 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3722 state->clip_planes[index][0],
3723 state->clip_planes[index][1],
3724 state->clip_planes[index][2],
3725 state->clip_planes[index][3]);
3726 glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3727 checkGLcall("glClipPlane");
3729 glPopMatrix();
3732 static void transform_worldex(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3734 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3735 GLenum glMat;
3736 TRACE("Setting world matrix %d\n", matrix);
3738 if (matrix >= context->gl_info->limits.blends)
3740 WARN("Unsupported blend matrix set\n");
3741 return;
3742 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3743 return;
3746 /* GL_MODELVIEW0_ARB: 0x1700
3747 * GL_MODELVIEW1_ARB: 0x850a
3748 * GL_MODELVIEW2_ARB: 0x8722
3749 * GL_MODELVIEW3_ARB: 0x8723
3750 * etc
3751 * GL_MODELVIEW31_ARB: 0x873F
3753 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3754 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3756 glMatrixMode(glMat);
3757 checkGLcall("glMatrixMode(glMat)");
3759 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3760 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3762 if (stateblock->device->view_ident)
3764 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3765 checkGLcall("glLoadMatrixf");
3767 else
3769 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3770 checkGLcall("glLoadMatrixf");
3771 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3772 checkGLcall("glMultMatrixf");
3776 static void state_vertexblend_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3778 WINED3DVERTEXBLENDFLAGS f = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3779 static unsigned int once;
3781 if (f == WINED3DVBF_DISABLE) return;
3783 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3784 else WARN("Vertex blend flags %#x not supported.\n", f);
3787 static void state_vertexblend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3789 WINED3DVERTEXBLENDFLAGS val = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3790 const struct wined3d_gl_info *gl_info = context->gl_info;
3791 static unsigned int once;
3793 switch(val) {
3794 case WINED3DVBF_1WEIGHTS:
3795 case WINED3DVBF_2WEIGHTS:
3796 case WINED3DVBF_3WEIGHTS:
3797 glEnable(GL_VERTEX_BLEND_ARB);
3798 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3800 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3801 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3803 GL_EXTCALL(glVertexBlendARB(stateblock->state.render_states[WINED3DRS_VERTEXBLEND] + 1));
3805 if (!stateblock->device->vertexBlendUsed)
3807 unsigned int i;
3808 for (i = 1; i < gl_info->limits.blends; ++i)
3810 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3812 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3815 stateblock->device->vertexBlendUsed = TRUE;
3817 break;
3819 case WINED3DVBF_TWEENING:
3820 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3821 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3822 else WARN("Vertex blend flags %#x not supported.\n", val);
3823 /* Fall through. */
3824 case WINED3DVBF_DISABLE:
3825 glDisable(GL_VERTEX_BLEND_ARB);
3826 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3827 break;
3831 static void transform_view(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3833 const struct wined3d_gl_info *gl_info = context->gl_info;
3834 const struct wined3d_light_info *light = NULL;
3835 unsigned int k;
3837 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3838 * NOTE: We have to reset the positions even if the light/plane is not currently
3839 * enabled, since the call to enable it will not reset the position.
3840 * NOTE2: Apparently texture transforms do NOT need reapplying
3843 glMatrixMode(GL_MODELVIEW);
3844 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3845 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3846 checkGLcall("glLoadMatrixf(...)");
3848 /* Reset lights. TODO: Call light apply func */
3849 for (k = 0; k < gl_info->limits.lights; ++k)
3851 light = stateblock->state.lights[k];
3852 if(!light) continue;
3853 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3854 checkGLcall("glLightfv posn");
3855 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3856 checkGLcall("glLightfv dirn");
3859 /* Reset Clipping Planes */
3860 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3862 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3863 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3867 if(context->last_was_rhw) {
3868 glLoadIdentity();
3869 checkGLcall("glLoadIdentity()");
3870 /* No need to update the world matrix, the identity is fine */
3871 return;
3874 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3875 * No need to do it here if the state is scheduled for update.
3877 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3878 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3881 /* Avoid looping over a number of matrices if the app never used the functionality */
3882 if (stateblock->device->vertexBlendUsed)
3884 for (k = 1; k < gl_info->limits.blends; ++k)
3886 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3887 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3893 static void transform_projection(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3895 glMatrixMode(GL_PROJECTION);
3896 checkGLcall("glMatrixMode(GL_PROJECTION)");
3897 glLoadIdentity();
3898 checkGLcall("glLoadIdentity");
3900 if (context->last_was_rhw)
3902 double x = stateblock->state.viewport.X;
3903 double y = stateblock->state.viewport.Y;
3904 double w = stateblock->state.viewport.Width;
3905 double h = stateblock->state.viewport.Height;
3907 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3908 if (context->render_offscreen)
3909 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3910 else
3911 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3912 checkGLcall("glOrtho");
3914 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3915 * render everything upside down when rendering offscreen. */
3916 if (context->render_offscreen)
3918 glScalef(1.0f, -1.0f, 1.0f);
3919 checkGLcall("glScalef");
3922 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3923 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3924 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3926 else
3928 /* The rule is that the window coordinate 0 does not correspond to the
3929 beginning of the first pixel, but the center of the first pixel.
3930 As a consequence if you want to correctly draw one line exactly from
3931 the left to the right end of the viewport (with all matrices set to
3932 be identity), the x coords of both ends of the line would be not
3933 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3934 instead.
3936 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3937 divide by the Width/Height, so we need the half range(1.0) to translate by
3938 half a pixel.
3940 The other fun is that d3d's output z range after the transformation is [0;1],
3941 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3942 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3943 of Z buffer precision and the clear values do not match in the z test. Thus scale
3944 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3948 * Careful with the order of operations here, we're essentially working backwards:
3949 * x = x + 1/w;
3950 * y = (y - 1/h) * flip;
3951 * z = z * 2 - 1;
3953 * Becomes:
3954 * glTranslatef(0.0, 0.0, -1.0);
3955 * glScalef(1.0, 1.0, 2.0);
3957 * glScalef(1.0, flip, 1.0);
3958 * glTranslatef(1/w, -1/h, 0.0);
3960 * This is equivalent to:
3961 * glTranslatef(1/w, -flip/h, -1.0)
3962 * glScalef(1.0, flip, 2.0);
3965 /* Translate by slightly less than a half pixel to force a top-left
3966 * filling convention. We want the difference to be large enough that
3967 * it doesn't get lost due to rounding inside the driver, but small
3968 * enough to prevent it from interfering with any anti-aliasing. */
3969 GLfloat xoffset = (63.0f / 64.0f) / stateblock->state.viewport.Width;
3970 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
3972 if (context->render_offscreen)
3974 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3975 * render everything upside down when rendering offscreen. */
3976 glTranslatef(xoffset, -yoffset, -1.0f);
3977 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3978 glScalef(1.0f, -1.0f, 2.0f);
3979 } else {
3980 glTranslatef(xoffset, yoffset, -1.0f);
3981 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3982 glScalef(1.0f, 1.0f, 2.0f);
3984 checkGLcall("glScalef");
3986 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3987 checkGLcall("glLoadMatrixf");
3991 /* This should match any arrays loaded in loadVertexData.
3992 * TODO: Only load / unload arrays if we have to.
3994 static inline void unloadVertexData(const struct wined3d_gl_info *gl_info)
3996 glDisableClientState(GL_VERTEX_ARRAY);
3997 glDisableClientState(GL_NORMAL_ARRAY);
3998 glDisableClientState(GL_COLOR_ARRAY);
3999 if (gl_info->supported[EXT_SECONDARY_COLOR])
4001 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4003 if (gl_info->supported[ARB_VERTEX_BLEND])
4005 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4007 unloadTexCoords(gl_info);
4010 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4012 const struct wined3d_gl_info *gl_info = context->gl_info;
4014 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4015 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4017 context->numbered_array_mask &= ~(1 << i);
4020 /* This should match any arrays loaded in loadNumberedArrays
4021 * TODO: Only load / unload arrays if we have to.
4023 static inline void unloadNumberedArrays(struct wined3d_context *context)
4025 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4026 GLint maxAttribs = 16;
4027 int i;
4029 /* Leave all the attribs disabled */
4030 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4031 /* MESA does not support it right not */
4032 if (glGetError() != GL_NO_ERROR)
4033 maxAttribs = 16;
4034 for (i = 0; i < maxAttribs; ++i) {
4035 unload_numbered_array(context, i);
4039 static void loadNumberedArrays(struct wined3d_stateblock *stateblock,
4040 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4042 const struct wined3d_gl_info *gl_info = context->gl_info;
4043 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4044 int i;
4045 struct wined3d_buffer *vb;
4047 /* Default to no instancing */
4048 stateblock->device->instancedDraw = FALSE;
4050 for (i = 0; i < MAX_ATTRIBS; i++)
4052 const struct wined3d_stream_state *stream;
4054 if (!(stream_info->use_map & (1 << i)))
4056 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4057 continue;
4060 stream = &stateblock->state.streams[stream_info->elements[i].stream_idx];
4062 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4063 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4065 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4066 stateblock->device->instancedDraw = TRUE;
4067 continue;
4070 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4072 if (stream_info->elements[i].stride)
4074 if (curVBO != stream_info->elements[i].buffer_object)
4076 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4077 checkGLcall("glBindBufferARB");
4078 curVBO = stream_info->elements[i].buffer_object;
4080 /* Use the VBO to find out if a vertex buffer exists, not the vb
4081 * pointer. vb can point to a user pointer data blob. In that case
4082 * curVBO will be 0. If there is a vertex buffer but no vbo we
4083 * won't be load converted attributes anyway. */
4084 vb = stream->buffer;
4085 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4086 stream_info->elements[i].format->gl_vtx_type,
4087 stream_info->elements[i].format->gl_normalized,
4088 stream_info->elements[i].stride, stream_info->elements[i].data
4089 + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride
4090 + stream->offset));
4092 if (!(context->numbered_array_mask & (1 << i)))
4094 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4095 context->numbered_array_mask |= (1 << i);
4098 else
4100 /* Stride = 0 means always the same values.
4101 * glVertexAttribPointerARB doesn't do that. Instead disable the
4102 * pointer and set up the attribute statically. But we have to
4103 * figure out the system memory address. */
4104 const BYTE *ptr = stream_info->elements[i].data + stream->offset;
4105 if (stream_info->elements[i].buffer_object)
4107 vb = stream->buffer;
4108 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
4111 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4113 switch (stream_info->elements[i].format->id)
4115 case WINED3DFMT_R32_FLOAT:
4116 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4117 break;
4118 case WINED3DFMT_R32G32_FLOAT:
4119 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4120 break;
4121 case WINED3DFMT_R32G32B32_FLOAT:
4122 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4123 break;
4124 case WINED3DFMT_R32G32B32A32_FLOAT:
4125 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4126 break;
4128 case WINED3DFMT_R8G8B8A8_UINT:
4129 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4130 break;
4131 case WINED3DFMT_B8G8R8A8_UNORM:
4132 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4134 const DWORD *src = (const DWORD *)ptr;
4135 DWORD c = *src & 0xff00ff00;
4136 c |= (*src & 0xff0000) >> 16;
4137 c |= (*src & 0xff) << 16;
4138 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4139 break;
4141 /* else fallthrough */
4142 case WINED3DFMT_R8G8B8A8_UNORM:
4143 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4144 break;
4146 case WINED3DFMT_R16G16_SINT:
4147 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4148 break;
4149 case WINED3DFMT_R16G16B16A16_SINT:
4150 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4151 break;
4153 case WINED3DFMT_R16G16_SNORM:
4155 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4156 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4157 break;
4159 case WINED3DFMT_R16G16_UNORM:
4161 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4162 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4163 break;
4165 case WINED3DFMT_R16G16B16A16_SNORM:
4166 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4167 break;
4168 case WINED3DFMT_R16G16B16A16_UNORM:
4169 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4170 break;
4172 case WINED3DFMT_R10G10B10A2_UINT:
4173 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4174 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4175 break;
4176 case WINED3DFMT_R10G10B10A2_SNORM:
4177 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4178 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4179 break;
4181 case WINED3DFMT_R16G16_FLOAT:
4182 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4183 * byte float according to the IEEE standard
4185 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4186 break;
4187 case WINED3DFMT_R16G16B16A16_FLOAT:
4188 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4189 break;
4191 default:
4192 ERR("Unexpected declaration in stride 0 attributes\n");
4193 break;
4198 checkGLcall("Loading numbered arrays");
4201 /* Used from 2 different functions, and too big to justify making it inlined */
4202 static void loadVertexData(const struct wined3d_context *context, struct wined3d_stateblock *stateblock,
4203 const struct wined3d_stream_info *si)
4205 const struct wined3d_gl_info *gl_info = context->gl_info;
4206 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4207 const struct wined3d_stream_info_element *e;
4208 const struct wined3d_stream_state *stream;
4210 TRACE("Using fast vertex array code\n");
4212 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4213 stateblock->device->instancedDraw = FALSE;
4215 /* Blend Data ---------------------------------------------- */
4216 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4217 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4219 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4220 stream = &stateblock->state.streams[e->stream_idx];
4222 if (gl_info->supported[ARB_VERTEX_BLEND])
4224 TRACE("Blend %u %p %u\n", e->format->component_count,
4225 e->data + stateblock->state.load_base_vertex_index * e->stride, e->stride + stream->offset);
4227 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4228 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4230 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4232 if (curVBO != e->buffer_object)
4234 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4235 checkGLcall("glBindBufferARB");
4236 curVBO = e->buffer_object;
4239 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4240 e->format->gl_vtx_format,
4241 e->format->gl_vtx_type,
4242 e->stride,
4243 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4244 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4245 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4247 checkGLcall("glWeightPointerARB");
4249 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4251 static BOOL warned;
4252 if (!warned)
4254 FIXME("blendMatrixIndices support\n");
4255 warned = TRUE;
4258 } else {
4259 /* TODO: support blends in drawStridedSlow
4260 * No need to write a FIXME here, this is done after the general vertex decl decoding
4262 WARN("unsupported blending in openGl\n");
4265 else
4267 if (gl_info->supported[ARB_VERTEX_BLEND])
4269 static const GLbyte one = 1;
4270 GL_EXTCALL(glWeightbvARB(1, &one));
4271 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4275 /* Point Size ----------------------------------------------*/
4276 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4278 /* no such functionality in the fixed function GL pipeline */
4279 TRACE("Cannot change ptSize here in openGl\n");
4280 /* TODO: Implement this function in using shaders if they are available */
4283 /* Vertex Pointers -----------------------------------------*/
4284 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4286 e = &si->elements[WINED3D_FFP_POSITION];
4287 stream = &stateblock->state.streams[e->stream_idx];
4289 if (curVBO != e->buffer_object)
4291 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4292 checkGLcall("glBindBufferARB");
4293 curVBO = e->buffer_object;
4296 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4297 handling for rhw mode should not impact screen position whereas in GL it does.
4298 This may result in very slightly distorted textures in rhw mode.
4299 There's always the other option of fixing the view matrix to
4300 prevent w from having any effect.
4302 This only applies to user pointer sources, in VBOs the vertices are fixed up
4304 if (!e->buffer_object)
4306 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4307 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4308 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4309 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4311 else
4313 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4314 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4315 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4316 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4317 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4319 checkGLcall("glVertexPointer(...)");
4320 glEnableClientState(GL_VERTEX_ARRAY);
4321 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4324 /* Normals -------------------------------------------------*/
4325 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4327 e = &si->elements[WINED3D_FFP_NORMAL];
4328 stream = &stateblock->state.streams[e->stream_idx];
4330 if (curVBO != e->buffer_object)
4332 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4333 checkGLcall("glBindBufferARB");
4334 curVBO = e->buffer_object;
4337 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4338 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4339 glNormalPointer(e->format->gl_vtx_type, e->stride,
4340 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4341 checkGLcall("glNormalPointer(...)");
4342 glEnableClientState(GL_NORMAL_ARRAY);
4343 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4345 } else {
4346 glNormal3f(0, 0, 0);
4347 checkGLcall("glNormal3f(0, 0, 0)");
4350 /* Diffuse Colour --------------------------------------------*/
4351 /* WARNING: Data here MUST be in RGBA format, so cannot */
4352 /* go directly into fast mode from app pgm, because */
4353 /* directx requires data in BGRA format. */
4354 /* currently fixupVertices swizzles the format, but this isn't*/
4355 /* very practical when using VBOs */
4356 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4357 /* , or the user doesn't care and wants the speed advantage */
4359 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4361 e = &si->elements[WINED3D_FFP_DIFFUSE];
4362 stream = &stateblock->state.streams[e->stream_idx];
4364 if (curVBO != e->buffer_object)
4366 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4367 checkGLcall("glBindBufferARB");
4368 curVBO = e->buffer_object;
4371 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4372 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4373 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4374 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4375 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4376 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4377 glEnableClientState(GL_COLOR_ARRAY);
4378 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4380 } else {
4381 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4382 checkGLcall("glColor4f(1, 1, 1, 1)");
4385 /* Specular Colour ------------------------------------------*/
4386 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4388 TRACE("setting specular colour\n");
4390 e = &si->elements[WINED3D_FFP_SPECULAR];
4391 stream = &stateblock->state.streams[e->stream_idx];
4393 if (gl_info->supported[EXT_SECONDARY_COLOR])
4395 GLenum type = e->format->gl_vtx_type;
4396 GLint format = e->format->gl_vtx_format;
4398 if (curVBO != e->buffer_object)
4400 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4401 checkGLcall("glBindBufferARB");
4402 curVBO = e->buffer_object;
4405 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4407 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4408 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4409 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4410 * 4 component secondary colors use it
4412 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4413 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4414 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4415 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4416 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4418 else
4420 switch(type)
4422 case GL_UNSIGNED_BYTE:
4423 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4424 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4425 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4426 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4427 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4428 break;
4430 default:
4431 FIXME("Add 4 component specular color pointers for type %x\n", type);
4432 /* Make sure that the right color component is dropped */
4433 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4434 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4435 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4436 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4437 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4440 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4441 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4443 else
4445 WARN("Specular colour is not supported in this GL implementation.\n");
4448 else
4450 if (gl_info->supported[EXT_SECONDARY_COLOR])
4452 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4453 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4455 else
4457 WARN("Specular colour is not supported in this GL implementation.\n");
4461 /* Texture coords -------------------------------------------*/
4462 loadTexCoords(gl_info, stateblock, si, &curVBO);
4465 static void streamsrc(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4467 struct wined3d_device *device = stateblock->device;
4468 BOOL load_numbered = use_vs(&stateblock->state) && !device->useDrawStridedSlow;
4469 BOOL load_named = !use_vs(&stateblock->state) && !device->useDrawStridedSlow;
4471 if (context->numberedArraysLoaded && !load_numbered)
4473 unloadNumberedArrays(context);
4474 context->numberedArraysLoaded = FALSE;
4475 context->numbered_array_mask = 0;
4477 else if (context->namedArraysLoaded)
4479 unloadVertexData(context->gl_info);
4480 context->namedArraysLoaded = FALSE;
4483 if (load_numbered)
4485 TRACE("Loading numbered arrays\n");
4486 loadNumberedArrays(stateblock, &device->strided_streams, context);
4487 context->numberedArraysLoaded = TRUE;
4489 else if (load_named)
4491 TRACE("Loading vertex data\n");
4492 loadVertexData(context, stateblock, &device->strided_streams);
4493 context->namedArraysLoaded = TRUE;
4497 static void vertexdeclaration(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4499 const struct wined3d_gl_info *gl_info = context->gl_info;
4500 const struct wined3d_state *state = &stateblock->state;
4501 struct wined3d_device *device = stateblock->device;
4502 BOOL useVertexShaderFunction = use_vs(state);
4503 BOOL usePixelShaderFunction = use_ps(state);
4504 BOOL updateFog = FALSE;
4505 BOOL transformed;
4506 BOOL wasrhw = context->last_was_rhw;
4507 unsigned int i;
4509 transformed = device->strided_streams.position_transformed;
4510 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4511 updateFog = TRUE;
4513 if (transformed) {
4514 context->last_was_rhw = TRUE;
4515 } else {
4517 /* Untransformed, so relies on the view and projection matrices */
4518 context->last_was_rhw = FALSE;
4519 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4520 device->untransformed = TRUE;
4523 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4524 * off this function will be called again anyway to make sure they're properly set
4526 if(!useVertexShaderFunction) {
4527 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4528 * or transformed / untransformed was switched
4530 if(wasrhw != context->last_was_rhw &&
4531 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4532 !isStateDirty(context, STATE_VIEWPORT)) {
4533 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4535 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4536 * mode.
4538 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4539 * this check will fail and the matrix not applied again. This is OK because a simple
4540 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4541 * needs of the vertex declaration.
4543 * World and view matrix go into the same gl matrix, so only apply them when neither is
4544 * dirty
4546 if(transformed != wasrhw &&
4547 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4548 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4549 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4552 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4553 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4555 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4556 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4559 if(context->last_was_vshader) {
4560 updateFog = TRUE;
4561 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4562 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4564 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4566 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4569 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4570 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4572 } else {
4573 if(!context->last_was_vshader) {
4574 static BOOL warned = FALSE;
4575 if(!device->vs_clipping) {
4576 /* Disable all clip planes to get defined results on all drivers. See comment in the
4577 * state_clipping state handler
4579 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4581 glDisable(GL_CLIP_PLANE0 + i);
4582 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4585 if (!warned && stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
4587 FIXME("Clipping not supported with vertex shaders\n");
4588 warned = TRUE;
4591 if(wasrhw) {
4592 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4593 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4594 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4595 * fixed function vertex processing states back in a sane state before switching to shaders
4597 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4598 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4600 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4601 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4604 updateFog = TRUE;
4606 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4607 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4608 * device->vs_clipping is false.
4610 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4612 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4617 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4618 * application
4620 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4621 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4623 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4624 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4628 context->last_was_vshader = useVertexShaderFunction;
4630 if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4632 if(!useVertexShaderFunction) {
4633 int i;
4634 for(i = 0; i < MAX_TEXTURES; i++) {
4635 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4636 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4642 static void viewport_miscpart(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4644 struct wined3d_surface *target = stateblock->device->fb.render_targets[0];
4645 UINT width, height;
4646 WINED3DVIEWPORT vp = stateblock->state.viewport;
4648 if (vp.Width > target->resource.width)
4649 vp.Width = target->resource.width;
4650 if (vp.Height > target->resource.height)
4651 vp.Height = target->resource.height;
4653 glDepthRange(vp.MinZ, vp.MaxZ);
4654 checkGLcall("glDepthRange");
4655 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4657 if (context->render_offscreen)
4659 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4660 } else {
4661 target->get_drawable_size(context, &width, &height);
4663 glViewport(vp.X,
4664 (height - (vp.Y + vp.Height)),
4665 vp.Width, vp.Height);
4668 checkGLcall("glViewport");
4671 static void viewport_vertexpart(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4673 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4674 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4676 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4677 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4679 /* Update the position fixup. */
4680 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4681 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4684 static void light(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4686 UINT Index = state - STATE_ACTIVELIGHT(0);
4687 const struct wined3d_light_info *lightInfo = stateblock->state.lights[Index];
4689 if(!lightInfo) {
4690 glDisable(GL_LIGHT0 + Index);
4691 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4692 } else {
4693 float quad_att;
4694 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4696 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4697 glMatrixMode(GL_MODELVIEW);
4698 glPushMatrix();
4699 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
4701 /* Diffuse: */
4702 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4703 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4704 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4705 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4706 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4707 checkGLcall("glLightfv");
4709 /* Specular */
4710 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4711 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4712 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4713 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4714 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4715 checkGLcall("glLightfv");
4717 /* Ambient */
4718 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4719 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4720 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4721 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4722 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4723 checkGLcall("glLightfv");
4725 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4726 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4727 } else {
4728 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4731 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4732 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4733 * Attenuation0 to NaN and crashes in the gl lib
4736 switch (lightInfo->OriginalParms.Type) {
4737 case WINED3DLIGHT_POINT:
4738 /* Position */
4739 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4740 checkGLcall("glLightfv");
4741 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4742 checkGLcall("glLightf");
4743 /* Attenuation - Are these right? guessing... */
4744 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4745 checkGLcall("glLightf");
4746 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4747 checkGLcall("glLightf");
4748 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4749 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4750 checkGLcall("glLightf");
4751 /* FIXME: Range */
4752 break;
4754 case WINED3DLIGHT_SPOT:
4755 /* Position */
4756 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4757 checkGLcall("glLightfv");
4758 /* Direction */
4759 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4760 checkGLcall("glLightfv");
4761 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4762 checkGLcall("glLightf");
4763 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4764 checkGLcall("glLightf");
4765 /* Attenuation - Are these right? guessing... */
4766 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4767 checkGLcall("glLightf");
4768 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4769 checkGLcall("glLightf");
4770 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4771 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4772 checkGLcall("glLightf");
4773 /* FIXME: Range */
4774 break;
4776 case WINED3DLIGHT_DIRECTIONAL:
4777 /* Direction */
4778 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4779 checkGLcall("glLightfv");
4780 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4781 checkGLcall("glLightf");
4782 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4783 checkGLcall("glLightf");
4784 break;
4786 default:
4787 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4790 /* Restore the modelview matrix */
4791 glPopMatrix();
4793 glEnable(GL_LIGHT0 + Index);
4794 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4798 static void scissorrect(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4800 struct wined3d_surface *target = stateblock->device->fb.render_targets[0];
4801 RECT *pRect = &stateblock->state.scissor_rect;
4802 UINT height;
4803 UINT width;
4805 target->get_drawable_size(context, &width, &height);
4806 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4807 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4809 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4810 pRect->right - pRect->left, pRect->bottom - pRect->top);
4812 if (context->render_offscreen)
4814 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4815 } else {
4816 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4818 checkGLcall("glScissor");
4821 static void indexbuffer(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4823 const struct wined3d_gl_info *gl_info = context->gl_info;
4825 if (stateblock->state.user_stream || !stateblock->state.index_buffer)
4827 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4829 else
4831 struct wined3d_buffer *ib = stateblock->state.index_buffer;
4832 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4836 static void frontface(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4838 if (context->render_offscreen)
4840 glFrontFace(GL_CCW);
4841 checkGLcall("glFrontFace(GL_CCW)");
4842 } else {
4843 glFrontFace(GL_CW);
4844 checkGLcall("glFrontFace(GL_CW)");
4848 static void psorigin_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4850 static BOOL warned;
4852 if (!warned)
4854 WARN("Point sprite coordinate origin switching not supported.\n");
4855 warned = TRUE;
4859 static void psorigin(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4861 const struct wined3d_gl_info *gl_info = context->gl_info;
4862 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4864 if (glPointParameteri)
4866 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin);
4867 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4869 else if (gl_info->supported[NV_POINT_SPRITE])
4871 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4872 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4876 const struct StateEntryTemplate misc_state_template[] = {
4877 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4878 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4879 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4880 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4881 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4882 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4883 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4884 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4885 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4886 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4887 { STATE_STREAMSRC, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4888 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4889 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4890 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4891 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4892 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4894 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4895 * vshader loadings are untied from each other
4897 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4898 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4929 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4930 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4931 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4934 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4935 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4936 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4937 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4938 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4939 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4940 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4941 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4942 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4943 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4944 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4945 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4946 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4948 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4949 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4950 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4987 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5023 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5025 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5029 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5031 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5035 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5036 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5037 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5038 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5039 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5041 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5042 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5043 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5044 /* Samplers */
5045 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5046 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5047 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5048 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5049 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5050 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5051 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5052 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5053 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5054 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5055 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5056 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5057 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5058 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5059 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5060 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5061 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5062 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5063 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5064 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5065 { STATE_BASEVERTEXINDEX, { 0, NULL, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5066 { STATE_BASEVERTEXINDEX, { STATE_VDECL, NULL, }, WINED3D_GL_EXT_NONE },
5067 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5070 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5071 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5072 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5073 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5074 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5075 /* Clip planes */
5076 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5077 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5078 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5079 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5080 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5081 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5082 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5083 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5084 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5085 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5086 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5087 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5088 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5089 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5090 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5091 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5092 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5093 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5094 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5095 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5096 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5097 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5098 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5099 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5100 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5101 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5102 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5103 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5104 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5105 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5106 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5107 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5108 /* Lights */
5109 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5110 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5111 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5112 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5113 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5114 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5115 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5116 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5117 /* Viewport */
5118 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5119 /* Transform states follow */
5120 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5387 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5388 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5389 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5390 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5391 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5392 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5393 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5394 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5402 /* Fog */
5403 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5404 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5405 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5406 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5407 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5408 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5409 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5410 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5411 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5412 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5413 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5414 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5415 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5416 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5417 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5418 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5419 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5420 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5421 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5422 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5423 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5424 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5425 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5426 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5427 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5428 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5429 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5430 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5431 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5432 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5433 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5434 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5435 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5437 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5438 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5439 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5441 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5442 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5443 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5444 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5445 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5446 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5447 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5448 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5449 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5450 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5451 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5452 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5453 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5454 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5455 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5456 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5457 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5458 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5459 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5460 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5461 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5462 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5463 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5464 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5465 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5468 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5469 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5542 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5543 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5544 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5545 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5546 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5547 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5548 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5549 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5550 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5551 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5552 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5553 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5554 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5555 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5556 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5557 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5558 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5559 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5560 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5561 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5562 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5563 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5564 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5565 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5566 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5567 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5570 /* Context activation and GL locking are done by the caller. */
5571 static void ffp_enable(BOOL enable) {}
5573 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5575 caps->PrimitiveMiscCaps = 0;
5576 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5577 | WINED3DTEXOPCAPS_ADDSIGNED
5578 | WINED3DTEXOPCAPS_ADDSIGNED2X
5579 | WINED3DTEXOPCAPS_MODULATE
5580 | WINED3DTEXOPCAPS_MODULATE2X
5581 | WINED3DTEXOPCAPS_MODULATE4X
5582 | WINED3DTEXOPCAPS_SELECTARG1
5583 | WINED3DTEXOPCAPS_SELECTARG2
5584 | WINED3DTEXOPCAPS_DISABLE;
5586 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5587 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5588 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5590 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5591 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5592 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5593 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5594 | WINED3DTEXOPCAPS_LERP
5595 | WINED3DTEXOPCAPS_SUBTRACT;
5597 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5598 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5600 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5601 | WINED3DTEXOPCAPS_MULTIPLYADD
5602 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5603 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5604 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5606 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5607 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5609 caps->MaxTextureBlendStages = gl_info->limits.textures;
5610 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5613 static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
5614 static void ffp_fragment_free(struct wined3d_device *device) {}
5615 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5617 if (TRACE_ON(d3d))
5619 TRACE("Checking support for fixup:\n");
5620 dump_color_fixup_desc(fixup);
5623 /* We only support identity conversions. */
5624 if (is_identity_fixup(fixup))
5626 TRACE("[OK]\n");
5627 return TRUE;
5630 TRACE("[FAILED]\n");
5631 return FALSE;
5634 const struct fragment_pipeline ffp_fragment_pipeline = {
5635 ffp_enable,
5636 ffp_fragment_get_caps,
5637 ffp_fragment_alloc,
5638 ffp_fragment_free,
5639 ffp_color_fixup_supported,
5640 ffp_fragmentstate_template,
5641 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5644 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5646 unsigned int i;
5647 for(i = 0; funcs[i]; i++);
5648 return i;
5651 static void multistate_apply_2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5653 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5654 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5657 static void multistate_apply_3(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5659 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5660 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5661 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5664 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5666 unsigned int start, last, i;
5668 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5669 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5670 for (i = start; i <= last; ++i)
5672 state_table[i].representative = 0;
5673 state_table[i].apply = state_undefined;
5676 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5677 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5678 for (i = start; i <= last; ++i)
5680 state_table[i].representative = 0;
5681 state_table[i].apply = state_undefined;
5684 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5685 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5686 for (i = start; i <= last; ++i)
5688 state_table[i].representative = 0;
5689 state_table[i].apply = state_undefined;
5693 static void validate_state_table(struct StateEntry *state_table)
5695 static const struct
5697 DWORD first;
5698 DWORD last;
5700 rs_holes[] =
5702 { 1, 1},
5703 { 3, 3},
5704 { 17, 18},
5705 { 21, 21},
5706 { 42, 45},
5707 { 47, 47},
5708 { 61, 127},
5709 {149, 150},
5710 {169, 169},
5711 {177, 177},
5712 {196, 197},
5713 { 0, 0},
5715 static const DWORD simple_states[] =
5717 STATE_MATERIAL,
5718 STATE_VDECL,
5719 STATE_STREAMSRC,
5720 STATE_INDEXBUFFER,
5721 STATE_VERTEXSHADERCONSTANT,
5722 STATE_PIXELSHADERCONSTANT,
5723 STATE_VSHADER,
5724 STATE_PIXELSHADER,
5725 STATE_VIEWPORT,
5726 STATE_SCISSORRECT,
5727 STATE_FRONTFACE,
5728 STATE_POINTSPRITECOORDORIGIN,
5730 unsigned int i, current;
5732 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5734 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5736 if (!state_table[i].representative)
5737 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5739 else if (state_table[i].representative)
5740 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5742 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5745 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5747 if (!state_table[simple_states[i]].representative)
5748 ERR("State %s (%#x) should have a representative.\n",
5749 debug_d3dstate(simple_states[i]), simple_states[i]);
5752 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5754 DWORD rep = state_table[i].representative;
5755 if (rep)
5757 if (state_table[rep].representative != rep)
5759 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5760 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5761 state_table[i].representative = 0;
5764 if (rep != i)
5766 if (state_table[i].apply)
5767 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5769 else if (!state_table[i].apply)
5771 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5777 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5778 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5779 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5781 unsigned int i, type, handlers;
5782 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5783 const struct StateEntryTemplate *cur;
5784 BOOL set[STATE_HIGHEST + 1];
5786 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5788 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5789 StateTable[i].representative = 0;
5790 StateTable[i].apply = state_undefined;
5793 for(type = 0; type < 3; type++) {
5794 /* This switch decides the order in which the states are applied */
5795 switch(type) {
5796 case 0: cur = misc; break;
5797 case 1: cur = fragment->states; break;
5798 case 2: cur = vertex; break;
5799 default: cur = NULL; /* Stupid compiler */
5801 if(!cur) continue;
5803 /* GL extension filtering should not prevent multiple handlers being applied from different
5804 * pipeline parts
5806 memset(set, 0, sizeof(set));
5808 for(i = 0; cur[i].state; i++) {
5809 APPLYSTATEFUNC *funcs_array;
5811 /* Only use the first matching state with the available extension from one template.
5812 * e.g.
5813 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5814 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5816 * if GL_XYZ_fancy is supported, ignore the 2nd line
5818 if(set[cur[i].state]) continue;
5819 /* Skip state lines depending on unsupported extensions */
5820 if (!gl_info->supported[cur[i].extension]) continue;
5821 set[cur[i].state] = TRUE;
5822 /* In some cases having an extension means that nothing has to be
5823 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5824 * supported, the texture coordinate fixup can be ignored. If the
5825 * apply function is used, mark the state set(done above) to prevent
5826 * applying later lines, but do not record anything in the state
5827 * table
5829 if (!cur[i].content.representative) continue;
5831 handlers = num_handlers(multistate_funcs[cur[i].state]);
5832 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5833 switch(handlers) {
5834 case 0:
5835 StateTable[cur[i].state].apply = cur[i].content.apply;
5836 break;
5837 case 1:
5838 StateTable[cur[i].state].apply = multistate_apply_2;
5839 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5841 sizeof(**dev_multistate_funcs) * 2);
5842 if (!dev_multistate_funcs[cur[i].state]) {
5843 goto out_of_mem;
5846 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5847 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5848 break;
5849 case 2:
5850 StateTable[cur[i].state].apply = multistate_apply_3;
5851 funcs_array = HeapReAlloc(GetProcessHeap(),
5853 dev_multistate_funcs[cur[i].state],
5854 sizeof(**dev_multistate_funcs) * 3);
5855 if (!funcs_array) {
5856 goto out_of_mem;
5859 dev_multistate_funcs[cur[i].state] = funcs_array;
5860 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5861 break;
5862 default:
5863 ERR("Unexpected amount of state handlers for state %u: %u\n",
5864 cur[i].state, handlers + 1);
5867 if(StateTable[cur[i].state].representative &&
5868 StateTable[cur[i].state].representative != cur[i].content.representative) {
5869 FIXME("State %u has different representatives in different pipeline parts\n",
5870 cur[i].state);
5872 StateTable[cur[i].state].representative = cur[i].content.representative;
5876 prune_invalid_states(StateTable, gl_info);
5877 validate_state_table(StateTable);
5879 return WINED3D_OK;
5881 out_of_mem:
5882 for (i = 0; i <= STATE_HIGHEST; ++i) {
5883 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5886 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5888 return E_OUTOFMEMORY;