msxml3: Fix attributes formatting.
[wine/multimedia.git] / dlls / wined3d / state.c
blobb3d1205467f05322b9d2eb2c60c8b82fa1704dcc
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 /* GL locking for state handlers is done by the caller. */
40 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
42 ERR("Undefined state.\n");
45 static void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
47 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
50 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
52 WINED3DFILLMODE mode = state->render_states[WINED3DRS_FILLMODE];
54 switch (mode)
56 case WINED3DFILL_POINT:
57 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
58 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
59 break;
60 case WINED3DFILL_WIREFRAME:
61 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
63 break;
64 case WINED3DFILL_SOLID:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
67 break;
68 default:
69 FIXME("Unrecognized WINED3DRS_FILLMODE %d.\n", mode);
73 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
75 /* Lighting is not enabled if transformed vertices are drawn, but lighting
76 * does not affect the stream sources, so it is not grouped for
77 * performance reasons. This state reads the decoded vertex declaration,
78 * so if it is dirty don't do anything. The vertex declaration applying
79 * function calls this function for updating. */
80 if (isStateDirty(context, STATE_VDECL))
81 return;
83 if (state->render_states[WINED3DRS_LIGHTING]
84 && !context->swapchain->device->strided_streams.position_transformed)
86 glEnable(GL_LIGHTING);
87 checkGLcall("glEnable GL_LIGHTING");
88 } else {
89 glDisable(GL_LIGHTING);
90 checkGLcall("glDisable GL_LIGHTING");
94 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
96 /* No z test without depth stencil buffers */
97 if (!state->fb->depth_stencil)
99 TRACE("No Z buffer - disabling depth test\n");
100 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
101 checkGLcall("glDisable GL_DEPTH_TEST");
102 return;
105 switch (state->render_states[WINED3DRS_ZENABLE])
107 case WINED3DZB_FALSE:
108 glDisable(GL_DEPTH_TEST);
109 checkGLcall("glDisable GL_DEPTH_TEST");
110 break;
111 case WINED3DZB_TRUE:
112 glEnable(GL_DEPTH_TEST);
113 checkGLcall("glEnable GL_DEPTH_TEST");
114 break;
115 case WINED3DZB_USEW:
116 glEnable(GL_DEPTH_TEST);
117 checkGLcall("glEnable GL_DEPTH_TEST");
118 FIXME("W buffer is not well handled\n");
119 break;
120 default:
121 FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
122 state->render_states[WINED3DRS_ZENABLE]);
126 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
128 /* glFrontFace() is set in context.c at context init and on an
129 * offscreen / onscreen rendering switch. */
130 switch (state->render_states[WINED3DRS_CULLMODE])
132 case WINED3DCULL_NONE:
133 glDisable(GL_CULL_FACE);
134 checkGLcall("glDisable GL_CULL_FACE");
135 break;
136 case WINED3DCULL_CW:
137 glEnable(GL_CULL_FACE);
138 checkGLcall("glEnable GL_CULL_FACE");
139 glCullFace(GL_FRONT);
140 checkGLcall("glCullFace(GL_FRONT)");
141 break;
142 case WINED3DCULL_CCW:
143 glEnable(GL_CULL_FACE);
144 checkGLcall("glEnable GL_CULL_FACE");
145 glCullFace(GL_BACK);
146 checkGLcall("glCullFace(GL_BACK)");
147 break;
148 default:
149 FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n",
150 state->render_states[WINED3DRS_CULLMODE]);
154 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
156 switch (state->render_states[WINED3DRS_SHADEMODE])
158 case WINED3DSHADE_FLAT:
159 glShadeModel(GL_FLAT);
160 checkGLcall("glShadeModel(GL_FLAT)");
161 break;
162 case WINED3DSHADE_GOURAUD:
163 glShadeModel(GL_SMOOTH);
164 checkGLcall("glShadeModel(GL_SMOOTH)");
165 break;
166 case WINED3DSHADE_PHONG:
167 FIXME("WINED3DSHADE_PHONG isn't supported\n");
168 break;
169 default:
170 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n",
171 state->render_states[WINED3DRS_SHADEMODE]);
175 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
177 if (state->render_states[WINED3DRS_DITHERENABLE])
179 glEnable(GL_DITHER);
180 checkGLcall("glEnable GL_DITHER");
182 else
184 glDisable(GL_DITHER);
185 checkGLcall("glDisable GL_DITHER");
189 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
191 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
192 * If yes, this has to be merged with ZENABLE and ZFUNC. */
193 if (state->render_states[WINED3DRS_ZWRITEENABLE])
195 glDepthMask(1);
196 checkGLcall("glDepthMask(1)");
198 else
200 glDepthMask(0);
201 checkGLcall("glDepthMask(0)");
205 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
207 GLenum depth_func = CompareFunc(state->render_states[WINED3DRS_ZFUNC]);
209 if (!depth_func) return;
211 if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
213 static BOOL once;
214 /* There are a few issues with this: First, our inability to
215 * select a proper Z depth, most of the time we're stuck with
216 * D24S8, even if the app selects D32 or D16. There seem to be
217 * some other precision problems which have to be debugged to
218 * make NOTEQUAL and EQUAL work properly. */
219 if (!once)
221 once = TRUE;
222 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
226 glDepthFunc(depth_func);
227 checkGLcall("glDepthFunc");
230 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
232 float col[4];
233 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_AMBIENT], col);
235 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
236 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
237 checkGLcall("glLightModel for MODEL_AMBIENT");
240 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
242 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
245 static GLenum gl_blend_op(WINED3DBLENDOP op)
247 switch (op)
249 case WINED3DBLENDOP_ADD:
250 return GL_FUNC_ADD_EXT;
251 case WINED3DBLENDOP_SUBTRACT:
252 return GL_FUNC_SUBTRACT_EXT;
253 case WINED3DBLENDOP_REVSUBTRACT:
254 return GL_FUNC_REVERSE_SUBTRACT_EXT;
255 case WINED3DBLENDOP_MIN:
256 return GL_MIN_EXT;
257 case WINED3DBLENDOP_MAX:
258 return GL_MAX_EXT;
259 default:
260 FIXME("Unhandled blend op %#x.\n", op);
261 return GL_NONE;
265 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
267 const struct wined3d_gl_info *gl_info = context->gl_info;
268 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
269 GLenum blend_equation = GL_FUNC_ADD_EXT;
271 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
272 if (state->render_states[WINED3DRS_BLENDOPALPHA]
273 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
275 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
276 return;
279 blend_equation = gl_blend_op(state->render_states[WINED3DRS_BLENDOP]);
280 blend_equation_alpha = gl_blend_op(state->render_states[WINED3DRS_BLENDOPALPHA]);
281 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
283 if (state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
285 GL_EXTCALL(glBlendEquationSeparateEXT(blend_equation, blend_equation_alpha));
286 checkGLcall("glBlendEquationSeparateEXT");
288 else
290 GL_EXTCALL(glBlendEquationEXT(blend_equation));
291 checkGLcall("glBlendEquation");
295 static GLenum gl_blend_factor(WINED3DBLEND factor, const struct wined3d_format *dst_format)
297 switch (factor)
299 case WINED3DBLEND_ZERO:
300 return GL_ZERO;
301 case WINED3DBLEND_ONE:
302 return GL_ONE;
303 case WINED3DBLEND_SRCCOLOR:
304 return GL_SRC_COLOR;
305 case WINED3DBLEND_INVSRCCOLOR:
306 return GL_ONE_MINUS_SRC_COLOR;
307 case WINED3DBLEND_SRCALPHA:
308 return GL_SRC_ALPHA;
309 case WINED3DBLEND_INVSRCALPHA:
310 return GL_ONE_MINUS_SRC_ALPHA;
311 case WINED3DBLEND_DESTCOLOR:
312 return GL_DST_COLOR;
313 case WINED3DBLEND_INVDESTCOLOR:
314 return GL_ONE_MINUS_DST_COLOR;
315 /* To compensate for the lack of format switching with backbuffer
316 * offscreen rendering, and with onscreen rendering, we modify the
317 * alpha test parameters for (INV)DESTALPHA if the render target
318 * doesn't support alpha blending. A nonexistent alpha channel
319 * returns 1.0, so WINED3DBLEND_DESTALPHA becomes GL_ONE, and
320 * WINED3DBLEND_INVDESTALPHA becomes GL_ZERO. */
321 case WINED3DBLEND_DESTALPHA:
322 return dst_format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
323 case WINED3DBLEND_INVDESTALPHA:
324 return dst_format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
325 case WINED3DBLEND_SRCALPHASAT:
326 return GL_SRC_ALPHA_SATURATE;
327 case WINED3DBLEND_BLENDFACTOR:
328 return GL_CONSTANT_COLOR_EXT;
329 case WINED3DBLEND_INVBLENDFACTOR:
330 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
331 default:
332 FIXME("Unhandled blend factor %#x.\n", factor);
333 return GL_NONE;
337 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
339 const struct wined3d_surface *target = state->fb->render_targets[0];
340 const struct wined3d_gl_info *gl_info = context->gl_info;
341 GLenum srcBlend, dstBlend;
342 WINED3DBLEND d3d_blend;
344 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
345 * blending parameters to work. */
346 if (state->render_states[WINED3DRS_ALPHABLENDENABLE]
347 || state->render_states[WINED3DRS_EDGEANTIALIAS]
348 || state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
350 /* Disable blending in all cases even without pixelshaders.
351 * With blending on we could face a big performance penalty.
352 * The d3d9 visual test confirms the behavior. */
353 if (context->render_offscreen
354 && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
356 glDisable(GL_BLEND);
357 checkGLcall("glDisable GL_BLEND");
358 return;
359 } else {
360 glEnable(GL_BLEND);
361 checkGLcall("glEnable GL_BLEND");
363 } else {
364 glDisable(GL_BLEND);
365 checkGLcall("glDisable GL_BLEND");
366 /* Nothing more to do - get out */
367 return;
370 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
371 * source blending values which are still valid up to d3d9. They should
372 * not occur as dest blend values. */
373 d3d_blend = state->render_states[WINED3DRS_SRCBLEND];
374 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
376 srcBlend = GL_SRC_ALPHA;
377 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
379 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
381 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
382 dstBlend = GL_SRC_ALPHA;
384 else
386 srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
387 dstBlend = gl_blend_factor(state->render_states[WINED3DRS_DESTBLEND],
388 target->resource.format);
391 if (state->render_states[WINED3DRS_EDGEANTIALIAS]
392 || state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
394 glEnable(GL_LINE_SMOOTH);
395 checkGLcall("glEnable(GL_LINE_SMOOTH)");
396 if(srcBlend != GL_SRC_ALPHA) {
397 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
399 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
400 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
402 } else {
403 glDisable(GL_LINE_SMOOTH);
404 checkGLcall("glDisable(GL_LINE_SMOOTH)");
407 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
408 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP)))
409 state_blendop(context, state, STATE_RENDER(WINED3DRS_BLENDOPALPHA));
411 if (state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
413 GLenum srcBlendAlpha, dstBlendAlpha;
415 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
416 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
418 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
419 return;
422 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
423 * source blending values which are still valid up to d3d9. They should
424 * not occur as dest blend values. */
425 d3d_blend = state->render_states[WINED3DRS_SRCBLENDALPHA];
426 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
428 srcBlendAlpha = GL_SRC_ALPHA;
429 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
433 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
434 dstBlendAlpha = GL_SRC_ALPHA;
436 else
438 srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
439 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3DRS_DESTBLENDALPHA],
440 target->resource.format);
443 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
444 checkGLcall("glBlendFuncSeparateEXT");
445 } else {
446 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
447 glBlendFunc(srcBlend, dstBlend);
448 checkGLcall("glBlendFunc");
451 /* Colorkey fixup for stage 0 alphaop depends on
452 * WINED3DRS_ALPHABLENDENABLE state, so it may need updating. */
453 if (state->render_states[WINED3DRS_COLORKEYENABLE])
454 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP));
457 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
459 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
462 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
464 const struct wined3d_gl_info *gl_info = context->gl_info;
465 float col[4];
467 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3DRS_BLENDFACTOR]);
468 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_BLENDFACTOR], col);
469 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
470 checkGLcall("glBlendColor");
473 static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
475 int glParm = 0;
476 float ref;
477 BOOL enable_ckey = FALSE;
479 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
481 /* Find out if the texture on the first stage has a ckey set
482 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
483 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
484 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
485 * in case it finds some texture+colorkeyenable combination which needs extra care.
487 if (state->textures[0])
489 struct wined3d_texture *texture = state->textures[0];
490 GLenum texture_dimensions = texture->target;
492 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
494 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
496 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
498 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
499 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
500 * surface has alpha bits */
501 if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
506 if (enable_ckey || context->last_was_ckey)
507 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP));
508 context->last_was_ckey = enable_ckey;
510 if (state->render_states[WINED3DRS_ALPHATESTENABLE]
511 || (state->render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey))
513 glEnable(GL_ALPHA_TEST);
514 checkGLcall("glEnable GL_ALPHA_TEST");
515 } else {
516 glDisable(GL_ALPHA_TEST);
517 checkGLcall("glDisable GL_ALPHA_TEST");
518 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
519 * enable call
521 return;
524 if (state->render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey)
526 glParm = GL_NOTEQUAL;
527 ref = 0.0f;
529 else
531 ref = ((float)state->render_states[WINED3DRS_ALPHAREF]) / 255.0f;
532 glParm = CompareFunc(state->render_states[WINED3DRS_ALPHAFUNC]);
534 if(glParm) {
535 glAlphaFunc(glParm, ref);
536 checkGLcall("glAlphaFunc");
540 static void shaderconstant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
542 const struct wined3d_device *device = context->swapchain->device;
544 /* Vertex and pixel shader states will call a shader upload, don't do
545 * anything as long one of them has an update pending. */
546 if (isStateDirty(context, STATE_VDECL)
547 || isStateDirty(context, STATE_PIXELSHADER))
548 return;
550 device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
553 static void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
555 DWORD enable = 0xFFFFFFFF;
556 DWORD disable = 0x00000000;
558 if (use_vs(state))
560 const struct wined3d_device *device = context->swapchain->device;
562 if (!device->vs_clipping)
564 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
565 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
566 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
567 * of that - don't do anything here and keep them disabled
569 if (state->render_states[WINED3DRS_CLIPPLANEENABLE])
571 static BOOL warned = FALSE;
572 if(!warned) {
573 FIXME("Clipping not supported with vertex shaders\n");
574 warned = TRUE;
577 return;
580 /* glEnable(GL_CLIP_PLANEx) doesn't apply to vertex shaders. The enabled / disabled planes are
581 * hardcoded into the shader. Update the shader to update the enabled clipplanes */
582 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
584 device->shader_backend->shader_select(context, use_ps(state), TRUE);
585 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
586 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
590 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
591 * of already set values
594 /* If enabling / disabling all
595 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
597 if (state->render_states[WINED3DRS_CLIPPING])
599 enable = state->render_states[WINED3DRS_CLIPPLANEENABLE];
600 disable = ~state->render_states[WINED3DRS_CLIPPLANEENABLE];
602 else
604 disable = 0xffffffff;
605 enable = 0x00;
608 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
609 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
610 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
611 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
612 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
613 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
615 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
616 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
617 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
618 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
619 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
620 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
623 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
625 const struct wined3d_gl_info *gl_info = context->gl_info;
626 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
627 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
628 * specular color. This is wrong:
629 * Separate specular color means the specular colour is maintained separately, whereas
630 * single color means it is merged in. However in both cases they are being used to
631 * some extent.
632 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
633 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
634 * running 1.4 yet!
637 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
638 * Instead, we need to setup the FinalCombiner properly.
640 * The default setup for the FinalCombiner is:
642 * <variable> <input> <mapping> <usage>
643 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
644 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
645 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
646 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
647 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
648 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
649 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
651 * That's pretty much fine as it is, except for variable B, which needs to take
652 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
653 * whether WINED3DRS_SPECULARENABLE is enabled or not.
656 TRACE("Setting specular enable state and materials\n");
657 if (state->render_states[WINED3DRS_SPECULARENABLE])
659 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
660 checkGLcall("glMaterialfv");
662 if (state->material.Power > gl_info->limits.shininess)
664 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
665 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
666 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
667 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
668 * them, it should be safe to do so without major visual distortions.
670 WARN("Material power = %.8e, limit %.8e\n", state->material.Power, gl_info->limits.shininess);
671 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
673 else
675 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.Power);
677 checkGLcall("glMaterialf(GL_SHININESS)");
679 if (gl_info->supported[EXT_SECONDARY_COLOR])
681 glEnable(GL_COLOR_SUM_EXT);
683 else
685 TRACE("Specular colors cannot be enabled in this version of opengl\n");
687 checkGLcall("glEnable(GL_COLOR_SUM)");
689 if (gl_info->supported[NV_REGISTER_COMBINERS])
691 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
692 checkGLcall("glFinalCombinerInputNV()");
694 } else {
695 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
697 /* for the case of enabled lighting: */
698 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
699 checkGLcall("glMaterialfv");
701 /* for the case of disabled lighting: */
702 if (gl_info->supported[EXT_SECONDARY_COLOR])
704 glDisable(GL_COLOR_SUM_EXT);
706 else
708 TRACE("Specular colors cannot be disabled in this version of opengl\n");
710 checkGLcall("glDisable(GL_COLOR_SUM)");
712 if (gl_info->supported[NV_REGISTER_COMBINERS])
714 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
715 checkGLcall("glFinalCombinerInputNV()");
719 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
720 state->material.Diffuse.r, state->material.Diffuse.g,
721 state->material.Diffuse.b, state->material.Diffuse.a);
722 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
723 state->material.Ambient.r, state->material.Ambient.g,
724 state->material.Ambient.b, state->material.Ambient.a);
725 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
726 state->material.Specular.r, state->material.Specular.g,
727 state->material.Specular.b, state->material.Specular.a);
728 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
729 state->material.Emissive.r, state->material.Emissive.g,
730 state->material.Emissive.b, state->material.Emissive.a);
732 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
733 checkGLcall("glMaterialfv(GL_AMBIENT)");
734 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
735 checkGLcall("glMaterialfv(GL_DIFFUSE)");
736 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
737 checkGLcall("glMaterialfv(GL_EMISSION)");
740 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
742 const struct wined3d_gl_info *gl_info = context->gl_info;
743 unsigned int i;
745 /* Note the texture color applies to all textures whereas
746 * GL_TEXTURE_ENV_COLOR applies to active only. */
747 float col[4];
748 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
750 /* And now the default texture color as well */
751 for (i = 0; i < gl_info->limits.texture_stages; ++i)
753 /* Note the WINED3DRS value applies to all textures, but GL has one
754 * per texture, so apply it now ready to be used!
756 context_active_texture(context, gl_info, i);
758 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
759 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
763 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
764 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
766 const struct wined3d_gl_info *gl_info = context->gl_info;
768 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
769 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
770 GL_EXTCALL(glActiveStencilFaceEXT(face));
771 checkGLcall("glActiveStencilFaceEXT(...)");
772 glStencilFunc(func, ref, mask);
773 checkGLcall("glStencilFunc(...)");
774 glStencilOp(stencilFail, depthFail, stencilPass);
775 checkGLcall("glStencilOp(...)");
778 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
780 const struct wined3d_gl_info *gl_info = context->gl_info;
781 DWORD onesided_enable = FALSE;
782 DWORD twosided_enable = FALSE;
783 GLint func = GL_ALWAYS;
784 GLint func_ccw = GL_ALWAYS;
785 GLint ref = 0;
786 GLuint mask = 0;
787 GLint stencilFail = GL_KEEP;
788 GLint depthFail = GL_KEEP;
789 GLint stencilPass = GL_KEEP;
790 GLint stencilFail_ccw = GL_KEEP;
791 GLint depthFail_ccw = GL_KEEP;
792 GLint stencilPass_ccw = GL_KEEP;
794 /* No stencil test without a stencil buffer. */
795 if (!state->fb->depth_stencil)
797 glDisable(GL_STENCIL_TEST);
798 checkGLcall("glDisable GL_STENCIL_TEST");
799 return;
802 onesided_enable = state->render_states[WINED3DRS_STENCILENABLE];
803 twosided_enable = state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
804 if (!(func = CompareFunc(state->render_states[WINED3DRS_STENCILFUNC])))
805 func = GL_ALWAYS;
806 if (!(func_ccw = CompareFunc(state->render_states[WINED3DRS_CCW_STENCILFUNC])))
807 func_ccw = GL_ALWAYS;
808 ref = state->render_states[WINED3DRS_STENCILREF];
809 mask = state->render_states[WINED3DRS_STENCILMASK];
810 stencilFail = StencilOp(state->render_states[WINED3DRS_STENCILFAIL]);
811 depthFail = StencilOp(state->render_states[WINED3DRS_STENCILZFAIL]);
812 stencilPass = StencilOp(state->render_states[WINED3DRS_STENCILPASS]);
813 stencilFail_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILFAIL]);
814 depthFail_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILZFAIL]);
815 stencilPass_ccw = StencilOp(state->render_states[WINED3DRS_CCW_STENCILPASS]);
817 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
818 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
819 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
820 onesided_enable, twosided_enable, ref, mask,
821 func, stencilFail, depthFail, stencilPass,
822 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
824 if (twosided_enable && onesided_enable) {
825 glEnable(GL_STENCIL_TEST);
826 checkGLcall("glEnable GL_STENCIL_TEST");
828 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
830 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
831 * which has an effect on the code below too. If we apply the front face
832 * afterwards, we are sure that the active stencil face is set to front,
833 * and other stencil functions which do not use two sided stencil do not have
834 * to set it back
836 renderstate_stencil_twosided(context, GL_BACK,
837 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
838 renderstate_stencil_twosided(context, GL_FRONT,
839 func, ref, mask, stencilFail, depthFail, stencilPass);
841 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
843 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
844 checkGLcall("glStencilFuncSeparateATI(...)");
845 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
846 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
847 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
848 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
849 } else {
850 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
853 else if(onesided_enable)
855 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
857 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
858 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
861 /* This code disables the ATI extension as well, since the standard stencil functions are equal
862 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
864 glEnable(GL_STENCIL_TEST);
865 checkGLcall("glEnable GL_STENCIL_TEST");
866 glStencilFunc(func, ref, mask);
867 checkGLcall("glStencilFunc(...)");
868 glStencilOp(stencilFail, depthFail, stencilPass);
869 checkGLcall("glStencilOp(...)");
870 } else {
871 glDisable(GL_STENCIL_TEST);
872 checkGLcall("glDisable GL_STENCIL_TEST");
876 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
878 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3DRS_STENCILWRITEMASK] : 0;
879 const struct wined3d_gl_info *gl_info = context->gl_info;
881 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
882 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
883 glStencilMask(mask);
884 checkGLcall("glStencilMask");
885 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
886 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
887 glStencilMask(mask);
890 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
892 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3DRS_STENCILWRITEMASK] : 0;
894 glStencilMask(mask);
895 checkGLcall("glStencilMask");
898 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
901 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
903 if (!state->render_states[WINED3DRS_FOGENABLE])
904 return;
906 /* Table fog on: Never use fog coords, and use per-fragment fog */
907 if (state->render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE)
909 glHint(GL_FOG_HINT, GL_NICEST);
910 if(context->fog_coord) {
911 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
912 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
913 context->fog_coord = FALSE;
915 return;
918 /* Otherwise use per-vertex fog in any case */
919 glHint(GL_FOG_HINT, GL_FASTEST);
921 if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
923 /* No fog at all, or transformed vertices: Use fog coord */
924 if(!context->fog_coord) {
925 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
926 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
927 context->fog_coord = TRUE;
929 } else {
930 /* Otherwise, use the fragment depth */
931 if(context->fog_coord) {
932 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
933 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
934 context->fog_coord = FALSE;
939 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
941 float fogstart, fogend;
942 union {
943 DWORD d;
944 float f;
945 } tmpvalue;
947 switch(context->fog_source) {
948 case FOGSOURCE_VS:
949 fogstart = 1.0f;
950 fogend = 0.0f;
951 break;
953 case FOGSOURCE_COORD:
954 fogstart = 255.0f;
955 fogend = 0.0f;
956 break;
958 case FOGSOURCE_FFP:
959 tmpvalue.d = state->render_states[WINED3DRS_FOGSTART];
960 fogstart = tmpvalue.f;
961 tmpvalue.d = state->render_states[WINED3DRS_FOGEND];
962 fogend = tmpvalue.f;
963 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
964 if(fogstart == fogend) {
965 fogstart = -1.0f / 0.0f;
966 fogend = 0.0f;
968 break;
970 default:
971 /* This should not happen.context->fog_source is set in wined3d, not the app.
972 * Still this is needed to make the compiler happy
974 ERR("Unexpected fog coordinate source\n");
975 fogstart = 0.0f;
976 fogend = 0.0f;
979 glFogf(GL_FOG_START, fogstart);
980 checkGLcall("glFogf(GL_FOG_START, fogstart)");
981 TRACE("Fog Start == %f\n", fogstart);
983 glFogf(GL_FOG_END, fogend);
984 checkGLcall("glFogf(GL_FOG_END, fogend)");
985 TRACE("Fog End == %f\n", fogend);
988 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
990 enum fogsource new_source;
992 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
994 if (!state->render_states[WINED3DRS_FOGENABLE])
996 /* No fog? Disable it, and we're done :-) */
997 glDisableWINE(GL_FOG);
998 checkGLcall("glDisable GL_FOG");
999 return;
1002 /* Fog Rules:
1004 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1005 * It can use the Z value of the vertex, or the alpha component of the specular color.
1006 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1007 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1008 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1010 * FOGTABLEMODE != NONE:
1011 * The Z value is used, with the equation specified, no matter what vertex type.
1013 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1014 * Per vertex fog is calculated using the specified fog equation and the parameters
1016 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1017 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1018 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1021 * Rules for vertex fog with shaders:
1023 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1024 * the fog computation to happen during transformation while openGL expects it to happen
1025 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1026 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1027 * To solve this problem, WineD3D does:
1028 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1029 * shader,
1030 * and 2) disables the fog computation (in either the fixed function or programmable
1031 * rasterizer) if using a vertex program.
1033 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1034 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1035 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1036 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1037 * There are some GL differences between specular fog coords and vertex shaders though.
1039 * With table fog the vertex shader fog coordinate is ignored.
1041 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1042 * without shaders).
1045 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1046 * the system will apply only pixel(=table) fog effects."
1048 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1050 if (use_vs(state))
1052 glFogi(GL_FOG_MODE, GL_LINEAR);
1053 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1054 new_source = FOGSOURCE_VS;
1056 else
1058 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
1060 /* If processed vertices are used, fall through to the NONE case */
1061 case WINED3DFOG_EXP:
1062 if(!context->last_was_rhw) {
1063 glFogi(GL_FOG_MODE, GL_EXP);
1064 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1065 new_source = FOGSOURCE_FFP;
1066 break;
1068 /* drop through */
1070 case WINED3DFOG_EXP2:
1071 if(!context->last_was_rhw) {
1072 glFogi(GL_FOG_MODE, GL_EXP2);
1073 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1074 new_source = FOGSOURCE_FFP;
1075 break;
1077 /* drop through */
1079 case WINED3DFOG_LINEAR:
1080 if(!context->last_was_rhw) {
1081 glFogi(GL_FOG_MODE, GL_LINEAR);
1082 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1083 new_source = FOGSOURCE_FFP;
1084 break;
1086 /* drop through */
1088 case WINED3DFOG_NONE:
1089 /* Both are none? According to msdn the alpha channel of the specular
1090 * color contains a fog factor. Set it in drawStridedSlow.
1091 * Same happens with Vertexfog on transformed vertices
1093 new_source = FOGSOURCE_COORD;
1094 glFogi(GL_FOG_MODE, GL_LINEAR);
1095 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1096 break;
1098 default:
1099 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
1100 state->render_states[WINED3DRS_FOGVERTEXMODE]);
1101 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1104 } else {
1105 new_source = FOGSOURCE_FFP;
1107 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
1109 case WINED3DFOG_EXP:
1110 glFogi(GL_FOG_MODE, GL_EXP);
1111 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1112 break;
1114 case WINED3DFOG_EXP2:
1115 glFogi(GL_FOG_MODE, GL_EXP2);
1116 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1117 break;
1119 case WINED3DFOG_LINEAR:
1120 glFogi(GL_FOG_MODE, GL_LINEAR);
1121 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1122 break;
1124 case WINED3DFOG_NONE: /* Won't happen */
1125 default:
1126 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
1127 state->render_states[WINED3DRS_FOGTABLEMODE]);
1131 glEnableWINE(GL_FOG);
1132 checkGLcall("glEnable GL_FOG");
1133 if (new_source != context->fog_source)
1135 context->fog_source = new_source;
1136 state_fogstartend(context, state, STATE_RENDER(WINED3DRS_FOGSTART));
1140 static void state_rangefog_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1142 if (state->render_states[WINED3DRS_RANGEFOGENABLE])
1143 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1146 static void state_rangefog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1148 if (state->render_states[WINED3DRS_RANGEFOGENABLE])
1150 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1151 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1152 } else {
1153 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1154 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1158 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1160 float col[4];
1162 D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_FOGCOLOR], col);
1163 glFogfv(GL_FOG_COLOR, &col[0]);
1164 checkGLcall("glFog GL_FOG_COLOR");
1167 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1169 union {
1170 DWORD d;
1171 float f;
1172 } tmpvalue;
1174 tmpvalue.d = state->render_states[WINED3DRS_FOGDENSITY];
1175 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1176 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1179 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1181 const struct wined3d_device *device = context->swapchain->device;
1182 GLenum Parm = 0;
1184 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1185 * The vertex declaration will call this function if the fixed function pipeline is used.
1188 if(isStateDirty(context, STATE_VDECL)) {
1189 return;
1192 context->num_untracked_materials = 0;
1193 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1194 && state->render_states[WINED3DRS_COLORVERTEX])
1196 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1197 state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
1198 state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
1199 state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
1200 state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
1202 if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1204 if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1205 Parm = GL_AMBIENT_AND_DIFFUSE;
1206 else
1207 Parm = GL_DIFFUSE;
1208 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1210 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1211 context->num_untracked_materials++;
1213 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1215 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1216 context->num_untracked_materials++;
1219 else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1221 Parm = GL_AMBIENT;
1222 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1224 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1225 context->num_untracked_materials++;
1227 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1229 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1230 context->num_untracked_materials++;
1233 else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1235 Parm = GL_EMISSION;
1236 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1238 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1239 context->num_untracked_materials++;
1242 else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1244 Parm = GL_SPECULAR;
1248 /* Nothing changed, return. */
1249 if (Parm == context->tracking_parm) return;
1251 if(!Parm) {
1252 glDisable(GL_COLOR_MATERIAL);
1253 checkGLcall("glDisable GL_COLOR_MATERIAL");
1254 } else {
1255 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1256 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1257 glEnable(GL_COLOR_MATERIAL);
1258 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1261 /* Apparently calls to glMaterialfv are ignored for properties we're
1262 * tracking with glColorMaterial, so apply those here. */
1263 switch (context->tracking_parm) {
1264 case GL_AMBIENT_AND_DIFFUSE:
1265 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1266 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1267 checkGLcall("glMaterialfv");
1268 break;
1270 case GL_DIFFUSE:
1271 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1272 checkGLcall("glMaterialfv");
1273 break;
1275 case GL_AMBIENT:
1276 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1277 checkGLcall("glMaterialfv");
1278 break;
1280 case GL_EMISSION:
1281 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
1282 checkGLcall("glMaterialfv");
1283 break;
1285 case GL_SPECULAR:
1286 /* Only change material color if specular is enabled, otherwise it is set to black */
1287 if (state->render_states[WINED3DRS_SPECULARENABLE])
1289 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
1290 checkGLcall("glMaterialfv");
1291 } else {
1292 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1293 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1294 checkGLcall("glMaterialfv");
1296 break;
1299 context->tracking_parm = Parm;
1302 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1304 union {
1305 DWORD d;
1306 WINED3DLINEPATTERN lp;
1307 } tmppattern;
1308 tmppattern.d = state->render_states[WINED3DRS_LINEPATTERN];
1310 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1312 if (tmppattern.lp.wRepeatFactor) {
1313 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1314 checkGLcall("glLineStipple(repeat, linepattern)");
1315 glEnable(GL_LINE_STIPPLE);
1316 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1317 } else {
1318 glDisable(GL_LINE_STIPPLE);
1319 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1323 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1325 if (isStateDirty(context, STATE_VDECL))
1326 return;
1328 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1329 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1330 * by zero and is not properly defined in opengl, so avoid it
1332 if (state->render_states[WINED3DRS_NORMALIZENORMALS]
1333 && (context->swapchain->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1335 glEnable(GL_NORMALIZE);
1336 checkGLcall("glEnable(GL_NORMALIZE);");
1338 else
1340 glDisable(GL_NORMALIZE);
1341 checkGLcall("glDisable(GL_NORMALIZE);");
1345 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1347 union {
1348 DWORD d;
1349 float f;
1350 } tmpvalue;
1352 tmpvalue.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1353 if (tmpvalue.f != 1.0f)
1355 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1357 tmpvalue.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1358 if (tmpvalue.f != 64.0f)
1360 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1365 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1367 const struct wined3d_gl_info *gl_info = context->gl_info;
1368 union
1370 DWORD d;
1371 float f;
1372 } min, max;
1374 min.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1375 max.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1377 /* Max point size trumps min point size */
1378 if(min.f > max.f) {
1379 min.f = max.f;
1382 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1383 checkGLcall("glPointParameterfEXT(...)");
1384 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1385 checkGLcall("glPointParameterfEXT(...)");
1388 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1390 const struct wined3d_gl_info *gl_info = context->gl_info;
1391 union
1393 DWORD d;
1394 float f;
1395 } min, max;
1397 min.d = state->render_states[WINED3DRS_POINTSIZE_MIN];
1398 max.d = state->render_states[WINED3DRS_POINTSIZE_MAX];
1400 /* Max point size trumps min point size */
1401 if(min.f > max.f) {
1402 min.f = max.f;
1405 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1406 checkGLcall("glPointParameterfARB(...)");
1407 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1408 checkGLcall("glPointParameterfARB(...)");
1411 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1413 const struct wined3d_gl_info *gl_info = context->gl_info;
1414 /* TODO: Group this with the viewport */
1416 * POINTSCALEENABLE controls how point size value is treated. If set to
1417 * true, the point size is scaled with respect to height of viewport.
1418 * When set to false point size is in pixels.
1421 /* Default values */
1422 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1423 union {
1424 DWORD d;
1425 float f;
1426 } pointSize, A, B, C;
1428 pointSize.d = state->render_states[WINED3DRS_POINTSIZE];
1429 A.d = state->render_states[WINED3DRS_POINTSCALE_A];
1430 B.d = state->render_states[WINED3DRS_POINTSCALE_B];
1431 C.d = state->render_states[WINED3DRS_POINTSCALE_C];
1433 if (state->render_states[WINED3DRS_POINTSCALEENABLE])
1435 GLfloat scaleFactor;
1436 DWORD h = state->viewport.Height;
1438 if (pointSize.f < gl_info->limits.pointsize_min)
1440 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1441 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1442 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1443 * are less than 1.0f. scale_factor = 1.0f / point_size.
1445 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1446 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1447 * is 1.0, but then accepts points below that and draws too small points
1449 pointSize.f = gl_info->limits.pointsize_min;
1451 else if(pointSize.f > gl_info->limits.pointsize_max)
1453 /* gl already scales the input to glPointSize,
1454 * d3d scales the result after the point size scale.
1455 * If the point size is bigger than the max size, use the
1456 * scaling to scale it bigger, and set the gl point size to max
1458 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1459 TRACE("scale: %f\n", scaleFactor);
1460 pointSize.f = gl_info->limits.pointsize_max;
1461 } else {
1462 scaleFactor = 1.0f;
1464 scaleFactor = powf(h * scaleFactor, 2);
1466 att[0] = A.f / scaleFactor;
1467 att[1] = B.f / scaleFactor;
1468 att[2] = C.f / scaleFactor;
1471 if (gl_info->supported[ARB_POINT_PARAMETERS])
1473 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1474 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1476 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1478 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1479 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1481 else if (state->render_states[WINED3DRS_POINTSCALEENABLE])
1483 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1486 glPointSize(pointSize.f);
1487 checkGLcall("glPointSize(...);");
1490 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1492 WARN("token: %#x.\n", state->render_states[WINED3DRS_DEBUGMONITORTOKEN]);
1495 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1497 DWORD mask0 = state->render_states[WINED3DRS_COLORWRITEENABLE];
1498 DWORD mask1 = state->render_states[WINED3DRS_COLORWRITEENABLE1];
1499 DWORD mask2 = state->render_states[WINED3DRS_COLORWRITEENABLE2];
1500 DWORD mask3 = state->render_states[WINED3DRS_COLORWRITEENABLE3];
1502 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1503 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1504 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1505 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1506 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1507 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1508 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1509 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1510 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1511 checkGLcall("glColorMask(...)");
1513 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1514 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1516 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1517 mask0, mask1, mask2, mask3);
1518 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1522 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1524 GL_EXTCALL(glColorMaskIndexedEXT(index,
1525 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1526 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1527 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1528 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1531 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1533 set_color_mask(context->gl_info, 0, state->render_states[WINED3DRS_COLORWRITEENABLE]);
1536 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1538 set_color_mask(context->gl_info, 1, state->render_states[WINED3DRS_COLORWRITEENABLE1]);
1541 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1543 set_color_mask(context->gl_info, 2, state->render_states[WINED3DRS_COLORWRITEENABLE2]);
1546 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1548 set_color_mask(context->gl_info, 3, state->render_states[WINED3DRS_COLORWRITEENABLE3]);
1551 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1553 if (state->render_states[WINED3DRS_LOCALVIEWER])
1555 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1556 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1557 } else {
1558 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1559 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1563 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1565 if (state->render_states[WINED3DRS_LASTPIXEL])
1567 TRACE("Last Pixel Drawing Enabled\n");
1569 else
1571 static BOOL warned;
1572 if (!warned) {
1573 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1574 warned = TRUE;
1575 } else {
1576 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1581 static void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1583 static BOOL warned;
1585 /* TODO: NV_POINT_SPRITE */
1586 if (!warned && state->render_states[WINED3DRS_POINTSPRITEENABLE])
1588 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1589 FIXME("Point sprites not supported\n");
1590 warned = TRUE;
1594 static void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1596 if (state->render_states[WINED3DRS_POINTSPRITEENABLE])
1598 glEnable(GL_POINT_SPRITE_ARB);
1599 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1600 } else {
1601 glDisable(GL_POINT_SPRITE_ARB);
1602 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1606 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1608 if (state->render_states[WINED3DRS_WRAP0]
1609 || state->render_states[WINED3DRS_WRAP1]
1610 || state->render_states[WINED3DRS_WRAP2]
1611 || state->render_states[WINED3DRS_WRAP3]
1612 || state->render_states[WINED3DRS_WRAP4]
1613 || state->render_states[WINED3DRS_WRAP5]
1614 || state->render_states[WINED3DRS_WRAP6]
1615 || state->render_states[WINED3DRS_WRAP7]
1616 || state->render_states[WINED3DRS_WRAP8]
1617 || state->render_states[WINED3DRS_WRAP9]
1618 || state->render_states[WINED3DRS_WRAP10]
1619 || state->render_states[WINED3DRS_WRAP11]
1620 || state->render_states[WINED3DRS_WRAP12]
1621 || state->render_states[WINED3DRS_WRAP13]
1622 || state->render_states[WINED3DRS_WRAP14]
1623 || state->render_states[WINED3DRS_WRAP15])
1624 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
1627 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1629 if (state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1630 WARN("Multisample antialiasing not supported by GL.\n");
1633 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1635 if (state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1637 glEnable(GL_MULTISAMPLE_ARB);
1638 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1639 } else {
1640 glDisable(GL_MULTISAMPLE_ARB);
1641 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1645 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1647 if (state->render_states[WINED3DRS_SCISSORTESTENABLE])
1649 glEnable(GL_SCISSOR_TEST);
1650 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1651 } else {
1652 glDisable(GL_SCISSOR_TEST);
1653 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1657 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1658 * OpenGL the bias is specified in units of "the smallest value that is
1659 * guaranteed to produce a resolvable offset for a given implementation". To
1660 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1661 * There's no practical way to retrieve that value from a given GL
1662 * implementation, but the D3D application has essentially the same problem,
1663 * which makes a guess of the depth buffer format's highest possible value a
1664 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1665 * depth slope, and doesn't need to be scaled. */
1666 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1668 if (state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
1669 || state->render_states[WINED3DRS_DEPTHBIAS])
1671 const struct wined3d_surface *depth = state->fb->depth_stencil;
1672 float scale;
1674 union
1676 DWORD d;
1677 float f;
1678 } scale_bias, const_bias;
1680 scale_bias.d = state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
1681 const_bias.d = state->render_states[WINED3DRS_DEPTHBIAS];
1683 glEnable(GL_POLYGON_OFFSET_FILL);
1684 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1686 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1688 float bias = -(float)const_bias.d;
1689 glPolygonOffset(bias, bias);
1690 checkGLcall("glPolygonOffset");
1692 else
1694 if (depth)
1696 const struct wined3d_format *fmt = depth->resource.format;
1697 scale = powf(2, fmt->depth_size) - 1;
1698 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1699 debug_d3dformat(fmt->id), scale);
1701 else
1703 /* The context manager will reapply this state on a depth stencil change */
1704 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1705 scale = 0.0f;
1708 glPolygonOffset(scale_bias.f, const_bias.f * scale);
1709 checkGLcall("glPolygonOffset(...)");
1712 else
1714 glDisable(GL_POLYGON_OFFSET_FILL);
1715 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1719 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1721 if (state->render_states[WINED3DRS_ZVISIBLE])
1722 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1725 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1727 if (state->render_states[WINED3DRS_TEXTUREPERSPECTIVE])
1729 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1730 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1731 } else {
1732 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1733 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1737 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1739 if (state->render_states[WINED3DRS_STIPPLEDALPHA])
1740 FIXME("Stippled Alpha not supported yet.\n");
1743 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1745 if (state->render_states[WINED3DRS_ANTIALIAS])
1746 FIXME("Antialias not supported yet.\n");
1749 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1751 if (state->render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
1752 FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
1753 state->render_states[WINED3DRS_MULTISAMPLEMASK]);
1756 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1758 if (state->render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1759 FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
1760 state->render_states[WINED3DRS_PATCHEDGESTYLE]);
1763 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1765 union {
1766 DWORD d;
1767 float f;
1768 } tmpvalue;
1769 tmpvalue.f = 1.0f;
1771 if (state->render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1773 static BOOL displayed = FALSE;
1775 tmpvalue.d = state->render_states[WINED3DRS_PATCHSEGMENTS];
1776 if(!displayed)
1777 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1779 displayed = TRUE;
1783 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1785 if (state->render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1786 FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
1787 state->render_states[WINED3DRS_POSITIONDEGREE]);
1790 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1792 if (state->render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1793 FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
1794 state->render_states[WINED3DRS_NORMALDEGREE]);
1797 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1799 if (state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1800 FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1801 state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1804 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1806 union {
1807 DWORD d;
1808 float f;
1809 } zmin, zmax;
1811 const struct wined3d_gl_info *gl_info = context->gl_info;
1813 if (state->render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1815 zmin.d = state->render_states[WINED3DRS_ADAPTIVETESS_Z];
1816 zmax.d = state->render_states[WINED3DRS_ADAPTIVETESS_W];
1818 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1819 * In d3d9 test is not performed in this case*/
1820 if (zmin.f <= zmax.f)
1822 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1823 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1824 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1825 checkGLcall("glDepthBoundsEXT(...)");
1827 else {
1828 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1829 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1832 else {
1833 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1834 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1837 state_tessellation(context, state, STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION));
1840 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1842 if (state->render_states[WINED3DRS_WRAPU])
1843 FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
1846 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1848 if (state->render_states[WINED3DRS_WRAPV])
1849 FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
1852 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1854 if (state->render_states[WINED3DRS_MONOENABLE])
1855 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
1858 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1860 if (state->render_states[WINED3DRS_ROP2])
1861 FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
1864 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1866 if (state->render_states[WINED3DRS_PLANEMASK])
1867 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
1870 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1872 if (state->render_states[WINED3DRS_SUBPIXEL])
1873 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
1876 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1878 if (state->render_states[WINED3DRS_SUBPIXELX])
1879 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
1882 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1884 if (state->render_states[WINED3DRS_STIPPLEENABLE])
1885 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
1888 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1890 if (state->render_states[WINED3DRS_MIPMAPLODBIAS])
1891 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
1894 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1896 if (state->render_states[WINED3DRS_ANISOTROPY])
1897 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
1900 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1902 if (state->render_states[WINED3DRS_FLUSHBATCH])
1903 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
1906 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1908 if (state->render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
1909 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1912 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1914 if (state->render_states[WINED3DRS_EXTENTS])
1915 FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
1918 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1920 if (state->render_states[WINED3DRS_COLORKEYBLENDENABLE])
1921 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
1924 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1926 if (state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1927 FIXME("Software vertex processing not implemented.\n");
1930 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1931 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1932 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1933 * flag specifies the complement of the input should be used. */
1934 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1935 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1937 /* Calculate the operand */
1938 if (complement) {
1939 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1940 else *operand = GL_ONE_MINUS_SRC_COLOR;
1941 } else {
1942 if (from_alpha) *operand = GL_SRC_ALPHA;
1943 else *operand = GL_SRC_COLOR;
1946 /* Calculate the source */
1947 switch (arg & WINED3DTA_SELECTMASK) {
1948 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1949 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1950 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1951 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1952 case WINED3DTA_SPECULAR:
1954 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1955 * 'Secondary color' and isn't supported until base GL supports it
1956 * There is no concept of temp registers as far as I can tell
1958 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1959 *source = GL_TEXTURE;
1960 break;
1961 default:
1962 FIXME("Unrecognized texture arg %#x\n", arg);
1963 *source = GL_TEXTURE;
1964 break;
1968 /* Setup the texture operations texture stage states */
1969 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1970 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1972 GLenum src1, src2, src3;
1973 GLenum opr1, opr2, opr3;
1974 GLenum comb_target;
1975 GLenum src0_target, src1_target, src2_target;
1976 GLenum opr0_target, opr1_target, opr2_target;
1977 GLenum scal_target;
1978 GLenum opr=0, invopr, src3_target, opr3_target;
1979 BOOL Handled = FALSE;
1981 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1983 /* This is called by a state handler which has the gl lock held and a context for the thread */
1985 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1986 the form (a1 <operation> a2). However, some of the more complex operations
1987 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1988 in a third parameter called a0. Therefore these are operations of the form
1989 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1991 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1992 functions below, expect their syntax to differ slightly to those listed in the
1993 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1994 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1996 if (isAlpha)
1998 comb_target = GL_COMBINE_ALPHA;
1999 src0_target = GL_SOURCE0_ALPHA;
2000 src1_target = GL_SOURCE1_ALPHA;
2001 src2_target = GL_SOURCE2_ALPHA;
2002 opr0_target = GL_OPERAND0_ALPHA;
2003 opr1_target = GL_OPERAND1_ALPHA;
2004 opr2_target = GL_OPERAND2_ALPHA;
2005 scal_target = GL_ALPHA_SCALE;
2007 else
2009 comb_target = GL_COMBINE_RGB;
2010 src0_target = GL_SOURCE0_RGB;
2011 src1_target = GL_SOURCE1_RGB;
2012 src2_target = GL_SOURCE2_RGB;
2013 opr0_target = GL_OPERAND0_RGB;
2014 opr1_target = GL_OPERAND1_RGB;
2015 opr2_target = GL_OPERAND2_RGB;
2016 scal_target = GL_RGB_SCALE;
2019 /* If a texture stage references an invalid texture unit the stage just
2020 * passes through the result from the previous stage */
2021 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2023 arg1 = WINED3DTA_CURRENT;
2024 op = WINED3DTOP_SELECTARG1;
2027 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2029 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2030 } else {
2031 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2033 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2034 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2036 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2038 Handled = TRUE; /* Assume will be handled */
2040 /* Other texture operations require special extensions: */
2041 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2043 if (isAlpha) {
2044 opr = GL_SRC_ALPHA;
2045 invopr = GL_ONE_MINUS_SRC_ALPHA;
2046 src3_target = GL_SOURCE3_ALPHA_NV;
2047 opr3_target = GL_OPERAND3_ALPHA_NV;
2048 } else {
2049 opr = GL_SRC_COLOR;
2050 invopr = GL_ONE_MINUS_SRC_COLOR;
2051 src3_target = GL_SOURCE3_RGB_NV;
2052 opr3_target = GL_OPERAND3_RGB_NV;
2054 switch (op) {
2055 case WINED3DTOP_DISABLE: /* Only for alpha */
2056 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2057 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2058 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2059 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2060 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2061 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2062 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2063 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2064 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2065 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2066 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2067 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2068 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2069 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2070 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2071 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2072 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2073 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2074 break;
2075 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2076 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2077 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2078 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2079 if (op == WINED3DTOP_SELECTARG1) {
2080 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2081 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2082 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2083 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2084 } else {
2085 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2086 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2087 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2088 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2090 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2091 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2092 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2093 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2094 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2095 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2096 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2097 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2098 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2099 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2100 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2101 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2102 break;
2104 case WINED3DTOP_MODULATE:
2105 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2106 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2107 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2108 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2109 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2110 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2111 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2112 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2113 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2114 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2115 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2116 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2117 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2118 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2119 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2120 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2121 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2122 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2123 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2124 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2125 break;
2126 case WINED3DTOP_MODULATE2X:
2127 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2128 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2129 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2130 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2131 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2132 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2133 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2134 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2135 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2136 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2137 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2138 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2139 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2140 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2141 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2142 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2143 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2144 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2145 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2146 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2147 break;
2148 case WINED3DTOP_MODULATE4X:
2149 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2150 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2151 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2152 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2153 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2154 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2155 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2156 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2157 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2158 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2159 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2160 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2161 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2162 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2163 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2164 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2165 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2166 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2167 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2168 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2169 break;
2171 case WINED3DTOP_ADD:
2172 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2173 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2174 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2175 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2176 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2177 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2178 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2179 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2180 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2181 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2182 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2183 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2184 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2185 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2186 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2187 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2188 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2189 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2190 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2191 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2192 break;
2194 case WINED3DTOP_ADDSIGNED:
2195 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2196 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2197 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2198 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2199 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2200 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2201 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2202 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2203 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2204 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2205 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2206 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2207 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2208 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2209 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2210 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2211 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2212 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2213 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2214 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2215 break;
2217 case WINED3DTOP_ADDSIGNED2X:
2218 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2219 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2220 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2221 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2222 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2223 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2224 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2225 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2226 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2227 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2228 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2229 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2230 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2231 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2232 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2233 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2234 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2235 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2236 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2237 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2238 break;
2240 case WINED3DTOP_ADDSMOOTH:
2241 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2242 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2243 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2244 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2245 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2246 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2247 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2248 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2249 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2250 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2251 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2252 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2253 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2254 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2255 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2256 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2257 switch (opr1) {
2258 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2259 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2260 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2261 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2263 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2264 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2265 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2266 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2267 break;
2269 case WINED3DTOP_BLENDDIFFUSEALPHA:
2270 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2271 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2272 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2273 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2274 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2275 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2276 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2277 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2278 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2279 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2280 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2281 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2282 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2283 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2284 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2285 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2286 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2287 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2288 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2289 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2290 break;
2291 case WINED3DTOP_BLENDTEXTUREALPHA:
2292 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2293 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2294 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2295 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2296 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2297 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2298 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2299 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2300 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2301 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2302 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2303 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2304 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2305 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2306 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2307 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2308 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2309 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2310 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2311 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2312 break;
2313 case WINED3DTOP_BLENDFACTORALPHA:
2314 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2315 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2316 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2317 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2318 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2319 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2320 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2321 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2322 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2323 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2324 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2325 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2326 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2327 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2328 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2329 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2330 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2331 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2332 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2333 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2334 break;
2335 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2336 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2337 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2338 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2339 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2340 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2341 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2342 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2343 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2344 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2345 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2346 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2347 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2348 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2349 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2350 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2351 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2352 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2353 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2354 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2355 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2356 break;
2357 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2358 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2359 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2360 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2361 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2362 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2363 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2364 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2365 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2366 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2367 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2368 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2369 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2370 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2371 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2372 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2373 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2374 switch (opr) {
2375 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2376 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2378 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2379 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2380 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2381 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2382 break;
2383 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2384 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2385 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2386 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2387 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2388 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2389 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2390 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2391 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2392 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2393 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2394 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2395 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2396 switch (opr1) {
2397 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2398 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2400 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2401 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2402 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2403 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2404 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2405 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2406 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2407 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2408 break;
2409 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2410 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2411 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2412 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2413 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2414 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2415 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2416 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2417 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2418 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2419 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2420 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2421 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2422 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2423 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2424 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2425 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2426 switch (opr1) {
2427 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2428 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2429 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2430 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2432 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2433 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2434 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2435 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2436 break;
2437 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2438 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2439 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2440 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2441 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2442 switch (opr1) {
2443 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2444 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2445 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2446 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2448 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2449 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2450 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2451 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2452 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2453 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2454 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2455 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2456 switch (opr1) {
2457 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2458 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2460 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2461 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2462 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2463 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2464 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2465 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2466 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2467 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2468 break;
2469 case WINED3DTOP_MULTIPLYADD:
2470 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2471 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2472 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2473 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2474 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2475 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2476 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2477 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2478 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2479 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2480 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2481 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2482 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2483 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2484 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2485 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2486 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2487 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2488 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2489 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2490 break;
2492 case WINED3DTOP_BUMPENVMAP:
2496 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2497 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2499 default:
2500 Handled = FALSE;
2502 if (Handled) {
2503 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2504 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2506 return;
2508 } /* GL_NV_texture_env_combine4 */
2510 Handled = TRUE; /* Again, assume handled */
2511 switch (op) {
2512 case WINED3DTOP_DISABLE: /* Only for alpha */
2513 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2514 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2515 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2516 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2517 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2518 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2519 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2520 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2521 break;
2522 case WINED3DTOP_SELECTARG1:
2523 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2524 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2525 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2526 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2527 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2528 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2529 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2530 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2531 break;
2532 case WINED3DTOP_SELECTARG2:
2533 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2534 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2535 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2536 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2537 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2538 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2539 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2540 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2541 break;
2542 case WINED3DTOP_MODULATE:
2543 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2544 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2545 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2546 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2547 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2548 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2549 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2550 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2551 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2552 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2553 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2554 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2555 break;
2556 case WINED3DTOP_MODULATE2X:
2557 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2558 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2559 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2560 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2561 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2562 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2563 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2564 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2565 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2566 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2567 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2568 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2569 break;
2570 case WINED3DTOP_MODULATE4X:
2571 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2572 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2573 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2574 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2575 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2576 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2577 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2578 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2579 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2580 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2581 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2582 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2583 break;
2584 case WINED3DTOP_ADD:
2585 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2586 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2587 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2588 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2589 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2590 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2591 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2592 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2593 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2594 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2595 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2596 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2597 break;
2598 case WINED3DTOP_ADDSIGNED:
2599 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2600 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2601 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2602 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2603 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2604 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2605 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2606 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2607 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2608 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2609 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2610 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2611 break;
2612 case WINED3DTOP_ADDSIGNED2X:
2613 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2614 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2615 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2616 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2617 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2618 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2619 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2620 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2621 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2622 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2623 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2624 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2625 break;
2626 case WINED3DTOP_SUBTRACT:
2627 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2629 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2630 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2631 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2632 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2633 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2634 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2635 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2636 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2637 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2638 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2639 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2640 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2641 } else {
2642 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2644 break;
2646 case WINED3DTOP_BLENDDIFFUSEALPHA:
2647 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2648 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2649 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2650 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2651 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2652 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2653 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2654 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2655 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2656 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2657 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2658 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2659 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2660 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2661 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2662 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2663 break;
2664 case WINED3DTOP_BLENDTEXTUREALPHA:
2665 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2666 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2667 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2668 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2669 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2670 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2671 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2672 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2673 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2674 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2675 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2676 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2677 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2678 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2679 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2680 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2681 break;
2682 case WINED3DTOP_BLENDFACTORALPHA:
2683 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2684 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2685 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2686 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2687 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2688 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2689 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2690 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2691 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2692 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2693 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2694 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2695 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2696 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2697 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2698 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2699 break;
2700 case WINED3DTOP_BLENDCURRENTALPHA:
2701 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2702 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2703 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2704 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2705 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2706 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2707 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2708 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2709 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2710 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2711 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2712 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2713 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2714 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2715 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2716 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2717 break;
2718 case WINED3DTOP_DOTPRODUCT3:
2719 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2721 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2722 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2724 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2726 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2727 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2728 } else {
2729 FIXME("This version of opengl does not support GL_DOT3\n");
2731 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2732 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2733 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2734 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2735 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2736 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2737 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2738 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2739 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2740 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2741 break;
2742 case WINED3DTOP_LERP:
2743 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2744 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2745 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2746 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2747 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2748 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2749 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2750 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2751 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2752 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2753 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2754 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2755 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2756 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2757 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2758 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2759 break;
2760 case WINED3DTOP_ADDSMOOTH:
2761 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2763 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2764 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2765 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2766 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2767 switch (opr1) {
2768 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2769 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2770 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2771 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2773 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2774 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2775 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2776 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2777 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2778 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2779 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2780 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2781 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2782 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2783 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2784 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2785 } else
2786 Handled = FALSE;
2787 break;
2788 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2789 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2791 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2792 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2793 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2794 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2795 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2796 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2797 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2798 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2799 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2800 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2801 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2802 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2803 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2804 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2805 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2806 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2807 } else
2808 Handled = FALSE;
2809 break;
2810 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2811 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2813 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2814 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2815 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2816 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2817 switch (opr1) {
2818 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2819 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2820 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2821 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2823 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2824 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2825 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2826 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2827 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2828 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2829 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2830 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2831 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2832 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2833 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2834 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2835 } else
2836 Handled = FALSE;
2837 break;
2838 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2839 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2841 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2842 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2843 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2844 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2845 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2846 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2847 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2848 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2849 switch (opr1) {
2850 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2851 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2852 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2853 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2855 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2856 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2857 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2858 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2859 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2860 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2861 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2862 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2863 } else
2864 Handled = FALSE;
2865 break;
2866 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2867 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2869 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2870 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2871 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2872 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2873 switch (opr1) {
2874 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2875 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2876 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2877 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2879 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2880 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2881 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2882 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2883 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2884 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2885 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2886 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2887 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2888 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2889 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2890 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2891 } else
2892 Handled = FALSE;
2893 break;
2894 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2895 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2897 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2898 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2899 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2900 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2901 switch (opr1) {
2902 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2903 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2904 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2905 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2907 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2908 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2909 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2910 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2911 switch (opr1) {
2912 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2913 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2914 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2915 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2917 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2918 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2919 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2920 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2921 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2922 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2923 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2924 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2925 } else
2926 Handled = FALSE;
2927 break;
2928 case WINED3DTOP_MULTIPLYADD:
2929 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2931 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2932 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2933 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2934 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2935 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2936 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2937 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2938 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2939 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2940 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2941 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2942 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2943 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2944 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2945 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2946 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2947 } else
2948 Handled = FALSE;
2949 break;
2950 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2951 case WINED3DTOP_BUMPENVMAP:
2952 if (gl_info->supported[NV_TEXTURE_SHADER2])
2954 /* Technically texture shader support without register combiners is possible, but not expected to occur
2955 * on real world cards, so for now a fixme should be enough
2957 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2959 default:
2960 Handled = FALSE;
2963 if (Handled) {
2964 BOOL combineOK = TRUE;
2965 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2967 DWORD op2;
2969 if (isAlpha)
2970 op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
2971 else
2972 op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
2974 /* Note: If COMBINE4 in effect can't go back to combine! */
2975 switch (op2) {
2976 case WINED3DTOP_ADDSMOOTH:
2977 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2978 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2979 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2980 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2981 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2982 case WINED3DTOP_MULTIPLYADD:
2983 /* Ignore those implemented in both cases */
2984 switch (op) {
2985 case WINED3DTOP_SELECTARG1:
2986 case WINED3DTOP_SELECTARG2:
2987 combineOK = FALSE;
2988 Handled = FALSE;
2989 break;
2990 default:
2991 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2992 return;
2997 if (combineOK)
2999 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3000 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3002 return;
3006 /* After all the extensions, if still unhandled, report fixme */
3007 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3011 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3013 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3014 const struct wined3d_device *device = context->swapchain->device;
3015 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3016 DWORD mapped_stage = device->texUnitMap[stage];
3017 const struct wined3d_gl_info *gl_info = context->gl_info;
3019 TRACE("Setting color op for stage %d\n", stage);
3021 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3022 if (use_ps(state)) return;
3024 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3026 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3028 if (tex_used && mapped_stage >= gl_info->limits.textures)
3030 FIXME("Attempt to enable unsupported stage!\n");
3031 return;
3033 context_active_texture(context, gl_info, mapped_stage);
3036 if (stage >= state->lowest_disabled_stage)
3038 TRACE("Stage disabled\n");
3039 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3041 /* Disable everything here */
3042 glDisable(GL_TEXTURE_2D);
3043 checkGLcall("glDisable(GL_TEXTURE_2D)");
3044 glDisable(GL_TEXTURE_3D);
3045 checkGLcall("glDisable(GL_TEXTURE_3D)");
3046 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3048 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3049 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3051 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3053 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3054 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3057 /* All done */
3058 return;
3061 /* The sampler will also activate the correct texture dimensions, so no
3062 * need to do it here if the sampler for this stage is dirty. */
3063 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3064 texture_activate_dimensions(state->textures[stage], gl_info);
3066 set_tex_op(gl_info, state, FALSE, stage,
3067 state->texture_states[stage][WINED3DTSS_COLOROP],
3068 state->texture_states[stage][WINED3DTSS_COLORARG1],
3069 state->texture_states[stage][WINED3DTSS_COLORARG2],
3070 state->texture_states[stage][WINED3DTSS_COLORARG0]);
3073 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3075 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3076 const struct wined3d_device *device = context->swapchain->device;
3077 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3078 DWORD mapped_stage = device->texUnitMap[stage];
3079 const struct wined3d_gl_info *gl_info = context->gl_info;
3080 DWORD op, arg1, arg2, arg0;
3082 TRACE("Setting alpha op for stage %d\n", stage);
3083 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3084 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3086 if (tex_used && mapped_stage >= gl_info->limits.textures)
3088 FIXME("Attempt to enable unsupported stage!\n");
3089 return;
3091 context_active_texture(context, gl_info, mapped_stage);
3094 op = state->texture_states[stage][WINED3DTSS_ALPHAOP];
3095 arg1 = state->texture_states[stage][WINED3DTSS_ALPHAARG1];
3096 arg2 = state->texture_states[stage][WINED3DTSS_ALPHAARG2];
3097 arg0 = state->texture_states[stage][WINED3DTSS_ALPHAARG0];
3099 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !stage && state->textures[0])
3101 struct wined3d_texture *texture = state->textures[0];
3102 GLenum texture_dimensions = texture->target;
3104 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3106 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3108 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3110 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3111 * properly. On the other hand applications can still use texture combiners apparently. This code
3112 * takes care that apps cannot remove the texture's alpha channel entirely.
3114 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3115 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3116 * and alpha component of diffuse color to draw things like translucent text and perform other
3117 * blending effects.
3119 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3120 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3121 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3122 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3123 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3124 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3125 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3126 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3127 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3128 * alpha.
3130 * What to do with multitexturing? So far no app has been found that uses color keying with
3131 * multitexturing */
3132 if (op == WINED3DTOP_DISABLE)
3134 arg1 = WINED3DTA_TEXTURE;
3135 op = WINED3DTOP_SELECTARG1;
3137 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3139 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3141 arg2 = WINED3DTA_TEXTURE;
3142 op = WINED3DTOP_MODULATE;
3144 else arg1 = WINED3DTA_TEXTURE;
3146 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3148 if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
3150 arg1 = WINED3DTA_TEXTURE;
3151 op = WINED3DTOP_MODULATE;
3153 else arg2 = WINED3DTA_TEXTURE;
3159 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3160 * this if block here, and the other code(color keying, texture unit selection) are the same
3162 TRACE("Setting alpha op for stage %d\n", stage);
3163 if (gl_info->supported[NV_REGISTER_COMBINERS])
3165 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3166 mapped_stage, state->texture_states[stage][WINED3DTSS_RESULTARG]);
3168 else
3170 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3174 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3176 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3177 const struct wined3d_device *device = context->swapchain->device;
3178 const struct wined3d_gl_info *gl_info = context->gl_info;
3179 DWORD mapped_stage = device->texUnitMap[texUnit];
3180 BOOL generated;
3181 int coordIdx;
3183 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3184 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3186 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3187 return;
3190 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3191 if (mapped_stage >= gl_info->limits.textures) return;
3193 context_active_texture(context, gl_info, mapped_stage);
3194 generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3195 coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3197 set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3198 state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3199 generated, context->last_was_rhw,
3200 device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3201 ? device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3202 : WINED3DFMT_UNKNOWN,
3203 device->frag_pipe->ffp_proj_control);
3205 /* The sampler applying function calls us if this changes */
3206 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3208 if(generated) {
3209 FIXME("Non-power2 texture being used with generated texture coords\n");
3211 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3212 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3213 if (!use_ps(state))
3215 TRACE("Non power two matrix multiply fixup\n");
3216 glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3221 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3223 unsigned int texture_idx;
3225 for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx)
3227 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3228 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3232 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3233 GLuint *curVBO, const struct wined3d_state *state)
3235 const struct wined3d_device *device = context->swapchain->device;
3236 const struct wined3d_gl_info *gl_info = context->gl_info;
3237 unsigned int mapped_stage = 0;
3238 unsigned int textureNo = 0;
3240 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3242 int coordIdx = state->texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3244 mapped_stage = device->texUnitMap[textureNo];
3245 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3247 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3249 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3251 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3252 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3254 if (*curVBO != e->data.buffer_object)
3256 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
3257 checkGLcall("glBindBufferARB");
3258 *curVBO = e->data.buffer_object;
3261 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3262 checkGLcall("glClientActiveTextureARB");
3264 /* The coords to supply depend completely on the fvf / vertex shader */
3265 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3266 e->data.addr + state->load_base_vertex_index * e->stride);
3267 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3269 else
3271 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3274 if (gl_info->supported[NV_REGISTER_COMBINERS])
3276 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3277 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3279 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3283 checkGLcall("loadTexCoords");
3286 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3288 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3289 const struct wined3d_device *device = context->swapchain->device;
3290 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3291 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3292 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3293 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3294 const struct wined3d_gl_info *gl_info = context->gl_info;
3295 DWORD mapped_stage = device->texUnitMap[stage];
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 context_active_texture(context, gl_info, mapped_stage);
3310 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3312 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3313 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3314 * means use the vertex position (camera-space) as the input texture coordinates
3315 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3316 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3317 * to the TEXCOORDINDEX value
3319 switch (state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3321 case WINED3DTSS_TCI_PASSTHRU:
3322 /* Use the specified texture coordinates contained within the
3323 * vertex format. This value resolves to zero. */
3324 glDisable(GL_TEXTURE_GEN_S);
3325 glDisable(GL_TEXTURE_GEN_T);
3326 glDisable(GL_TEXTURE_GEN_R);
3327 glDisable(GL_TEXTURE_GEN_Q);
3328 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3329 break;
3331 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3332 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3333 * as the input texture coordinates for this stage's texture transformation. This
3334 * equates roughly to EYE_LINEAR */
3336 glMatrixMode(GL_MODELVIEW);
3337 glPushMatrix();
3338 glLoadIdentity();
3339 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3340 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3341 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3342 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3343 glPopMatrix();
3344 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3346 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3347 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3348 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3349 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3351 glEnable(GL_TEXTURE_GEN_S);
3352 glEnable(GL_TEXTURE_GEN_T);
3353 glEnable(GL_TEXTURE_GEN_R);
3354 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3356 break;
3358 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3359 /* Note that NV_TEXGEN_REFLECTION support is implied when
3360 * ARB_TEXTURE_CUBE_MAP is supported */
3361 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3363 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3364 break;
3367 glMatrixMode(GL_MODELVIEW);
3368 glPushMatrix();
3369 glLoadIdentity();
3370 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3371 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3372 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3373 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3374 glPopMatrix();
3375 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3377 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3378 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3379 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3380 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3382 glEnable(GL_TEXTURE_GEN_S);
3383 glEnable(GL_TEXTURE_GEN_T);
3384 glEnable(GL_TEXTURE_GEN_R);
3385 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3387 break;
3389 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3390 /* Note that NV_TEXGEN_REFLECTION support is implied when
3391 * ARB_TEXTURE_CUBE_MAP is supported */
3392 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3394 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3395 break;
3398 glMatrixMode(GL_MODELVIEW);
3399 glPushMatrix();
3400 glLoadIdentity();
3401 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3402 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3403 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3404 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3405 glPopMatrix();
3406 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3408 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3409 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3410 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3411 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3413 glEnable(GL_TEXTURE_GEN_S);
3414 glEnable(GL_TEXTURE_GEN_T);
3415 glEnable(GL_TEXTURE_GEN_R);
3416 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3418 break;
3420 case WINED3DTSS_TCI_SPHEREMAP:
3421 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3422 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3423 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3425 glEnable(GL_TEXTURE_GEN_S);
3426 glEnable(GL_TEXTURE_GEN_T);
3427 glDisable(GL_TEXTURE_GEN_R);
3428 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3430 break;
3432 default:
3433 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3434 state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3435 glDisable(GL_TEXTURE_GEN_S);
3436 glDisable(GL_TEXTURE_GEN_T);
3437 glDisable(GL_TEXTURE_GEN_R);
3438 glDisable(GL_TEXTURE_GEN_Q);
3439 checkGLcall("Disable texgen.");
3441 break;
3444 /* Update the texture matrix. */
3445 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage)))
3446 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS));
3448 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3449 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3450 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3451 * and do all the things linked to it
3452 * TODO: Tidy that up to reload only the arrays of the changed unit
3454 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3456 unload_tex_coords(gl_info);
3457 load_tex_coords(context, &device->strided_streams, &curVBO, state);
3461 static void tex_bumpenvlscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3463 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3464 const struct wined3d_shader *ps = state->pixel_shader;
3466 if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
3468 /* The pixel shader has to know the luminance scale. Do a constants
3469 * update if it isn't scheduled anyway. */
3470 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3471 && !isStateDirty(context, STATE_PIXELSHADER))
3472 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3476 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3478 const DWORD sampler = state_id - STATE_SAMPLER(0);
3479 const struct wined3d_texture *texture = state->textures[sampler];
3481 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3483 if(!texture) return;
3484 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3485 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3486 * scaling is reapplied or removed, the texture matrix has to be reapplied
3488 * The mapped stage is already active because the sampler() function below, which is part of the
3489 * misc pipeline
3491 if (sampler < MAX_TEXTURES)
3493 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3495 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3497 const struct wined3d_device *device = context->swapchain->device;
3499 if (texIsPow2)
3500 context->lastWasPow2Texture |= 1 << sampler;
3501 else
3502 context->lastWasPow2Texture &= ~(1 << sampler);
3504 transform_texture(context, state,
3505 STATE_TEXTURESTAGE(device->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS));
3510 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3512 const struct wined3d_device *device = context->swapchain->device;
3513 DWORD sampler = state_id - STATE_SAMPLER(0);
3514 DWORD mapped_stage = device->texUnitMap[sampler];
3515 const struct wined3d_gl_info *gl_info = context->gl_info;
3516 union {
3517 float f;
3518 DWORD d;
3519 } tmpvalue;
3521 TRACE("Sampler: %d\n", sampler);
3522 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3523 * only has to bind textures and set the per texture states
3526 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3528 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3529 return;
3532 if (mapped_stage >= gl_info->limits.combined_samplers)
3534 return;
3536 context_active_texture(context, gl_info, mapped_stage);
3538 if (state->textures[sampler])
3540 struct wined3d_texture *texture = state->textures[sampler];
3541 BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3543 texture->texture_ops->texture_bind(texture, context, srgb);
3544 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3546 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3548 tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3549 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3550 GL_TEXTURE_LOD_BIAS_EXT,
3551 tmpvalue.f);
3552 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3555 if (!use_ps(state) && sampler < state->lowest_disabled_stage)
3557 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3559 /* If color keying is enabled update the alpha test, it
3560 * depends on the existence of a color key in stage 0. */
3561 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3565 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3566 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3567 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
3569 else if (mapped_stage < gl_info->limits.textures)
3571 if (sampler < state->lowest_disabled_stage)
3573 /* TODO: What should I do with pixel shaders here ??? */
3574 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3576 /* If color keying is enabled update the alpha test, it
3577 * depends on the existence of a color key in stage 0. */
3578 state_alpha(context, state, WINED3DRS_COLORKEYENABLE);
3580 } /* Otherwise tex_colorop disables the stage */
3581 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler]);
3582 checkGLcall("glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler])");
3586 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3588 const struct wined3d_device *device = context->swapchain->device;
3589 BOOL use_vshader = use_vs(state);
3590 BOOL use_pshader = use_ps(state);
3591 unsigned int i;
3593 if (use_pshader)
3595 if (!context->last_was_pshader)
3597 /* Former draw without a pixel shader, some samplers may be
3598 * disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3599 * make sure to enable them. */
3600 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3602 if (!isStateDirty(context, STATE_SAMPLER(i)))
3603 sampler(context, state, STATE_SAMPLER(i));
3605 context->last_was_pshader = TRUE;
3607 else
3609 /* Otherwise all samplers were activated by the code above in
3610 * earlier draws, or by sampler() if a different texture was
3611 * bound. I don't have to do anything. */
3614 else
3616 /* Disabled the pixel shader - color ops weren't applied while it was
3617 * enabled, so re-apply them. */
3618 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3620 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3621 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3623 context->last_was_pshader = FALSE;
3626 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
3628 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3630 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
3631 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
3635 static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3637 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3638 const struct wined3d_shader *ps = state->pixel_shader;
3640 if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
3642 /* The pixel shader has to know the bump env matrix. Do a constants
3643 * update if it isn't scheduled anyway. */
3644 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3645 && !isStateDirty(context, STATE_PIXELSHADER))
3646 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3650 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3652 /* This function is called by transform_view below if the view matrix was changed too
3654 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3655 * does not always update the world matrix, only on a switch between transformed
3656 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3657 * draw, but that should be rather rare and cheaper in total.
3659 glMatrixMode(GL_MODELVIEW);
3660 checkGLcall("glMatrixMode");
3662 if(context->last_was_rhw) {
3663 glLoadIdentity();
3664 checkGLcall("glLoadIdentity()");
3666 else
3668 /* In the general case, the view matrix is the identity matrix */
3669 if (context->swapchain->device->view_ident)
3671 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3672 checkGLcall("glLoadMatrixf");
3674 else
3676 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3677 checkGLcall("glLoadMatrixf");
3678 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3679 checkGLcall("glMultMatrixf");
3684 static void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3686 UINT index = state_id - STATE_CLIPPLANE(0);
3688 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3690 return;
3693 glMatrixMode(GL_MODELVIEW);
3694 glPushMatrix();
3696 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3697 if (!use_vs(state))
3698 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3699 else
3700 /* with vertex shaders, clip planes are not transformed in direct3d,
3701 * in OpenGL they are still transformed by the model view.
3703 glLoadIdentity();
3705 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3706 state->clip_planes[index][0],
3707 state->clip_planes[index][1],
3708 state->clip_planes[index][2],
3709 state->clip_planes[index][3]);
3710 glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3711 checkGLcall("glClipPlane");
3713 glPopMatrix();
3716 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3718 UINT matrix = state_id - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3719 GLenum glMat;
3720 TRACE("Setting world matrix %d\n", matrix);
3722 if (matrix >= context->gl_info->limits.blends)
3724 WARN("Unsupported blend matrix set\n");
3725 return;
3726 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3727 return;
3730 /* GL_MODELVIEW0_ARB: 0x1700
3731 * GL_MODELVIEW1_ARB: 0x850a
3732 * GL_MODELVIEW2_ARB: 0x8722
3733 * GL_MODELVIEW3_ARB: 0x8723
3734 * etc
3735 * GL_MODELVIEW31_ARB: 0x873F
3737 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3738 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3740 glMatrixMode(glMat);
3741 checkGLcall("glMatrixMode(glMat)");
3743 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3744 * matrices while gl uses only 2. To avoid weighting the view matrix
3745 * incorrectly it has to be multiplied into every GL modelview matrix. */
3746 if (context->swapchain->device->view_ident)
3748 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3749 checkGLcall("glLoadMatrixf");
3751 else
3753 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3754 checkGLcall("glLoadMatrixf");
3755 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3756 checkGLcall("glMultMatrixf");
3760 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3762 WINED3DVERTEXBLENDFLAGS f = state->render_states[WINED3DRS_VERTEXBLEND];
3763 static unsigned int once;
3765 if (f == WINED3DVBF_DISABLE) return;
3767 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3768 else WARN("Vertex blend flags %#x not supported.\n", f);
3771 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3773 WINED3DVERTEXBLENDFLAGS val = state->render_states[WINED3DRS_VERTEXBLEND];
3774 struct wined3d_device *device = context->swapchain->device;
3775 const struct wined3d_gl_info *gl_info = context->gl_info;
3776 static unsigned int once;
3778 switch(val) {
3779 case WINED3DVBF_1WEIGHTS:
3780 case WINED3DVBF_2WEIGHTS:
3781 case WINED3DVBF_3WEIGHTS:
3782 glEnable(GL_VERTEX_BLEND_ARB);
3783 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3785 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3786 * This is enabled at context creation with enabling
3787 * GL_WEIGHT_SUM_UNITY_ARB. */
3788 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3DRS_VERTEXBLEND] + 1));
3790 if (!device->vertexBlendUsed)
3792 unsigned int i;
3793 for (i = 1; i < gl_info->limits.blends; ++i)
3795 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3796 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)));
3798 device->vertexBlendUsed = TRUE;
3800 break;
3802 case WINED3DVBF_TWEENING:
3803 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3804 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3805 else WARN("Vertex blend flags %#x not supported.\n", val);
3806 /* Fall through. */
3807 case WINED3DVBF_DISABLE:
3808 glDisable(GL_VERTEX_BLEND_ARB);
3809 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3810 break;
3814 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3816 const struct wined3d_gl_info *gl_info = context->gl_info;
3817 const struct wined3d_light_info *light = NULL;
3818 unsigned int k;
3820 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3821 * NOTE: We have to reset the positions even if the light/plane is not currently
3822 * enabled, since the call to enable it will not reset the position.
3823 * NOTE2: Apparently texture transforms do NOT need reapplying
3826 glMatrixMode(GL_MODELVIEW);
3827 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3828 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3829 checkGLcall("glLoadMatrixf(...)");
3831 /* Reset lights. TODO: Call light apply func */
3832 for (k = 0; k < gl_info->limits.lights; ++k)
3834 if (!(light = state->lights[k]))
3835 continue;
3836 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3837 checkGLcall("glLightfv posn");
3838 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3839 checkGLcall("glLightfv dirn");
3842 /* Reset Clipping Planes */
3843 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3845 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3846 clipplane(context, state, STATE_CLIPPLANE(k));
3849 if(context->last_was_rhw) {
3850 glLoadIdentity();
3851 checkGLcall("glLoadIdentity()");
3852 /* No need to update the world matrix, the identity is fine */
3853 return;
3856 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3857 * No need to do it here if the state is scheduled for update. */
3858 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
3859 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
3861 /* Avoid looping over a number of matrices if the app never used the functionality */
3862 if (context->swapchain->device->vertexBlendUsed)
3864 for (k = 1; k < gl_info->limits.blends; ++k)
3866 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k))))
3867 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)));
3872 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3874 glMatrixMode(GL_PROJECTION);
3875 checkGLcall("glMatrixMode(GL_PROJECTION)");
3876 glLoadIdentity();
3877 checkGLcall("glLoadIdentity");
3879 if (context->last_was_rhw)
3881 double x = state->viewport.X;
3882 double y = state->viewport.Y;
3883 double w = state->viewport.Width;
3884 double h = state->viewport.Height;
3886 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3887 if (context->render_offscreen)
3888 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3889 else
3890 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3891 checkGLcall("glOrtho");
3893 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3894 * render everything upside down when rendering offscreen. */
3895 if (context->render_offscreen)
3897 glScalef(1.0f, -1.0f, 1.0f);
3898 checkGLcall("glScalef");
3901 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3902 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3903 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3905 else
3907 /* The rule is that the window coordinate 0 does not correspond to the
3908 beginning of the first pixel, but the center of the first pixel.
3909 As a consequence if you want to correctly draw one line exactly from
3910 the left to the right end of the viewport (with all matrices set to
3911 be identity), the x coords of both ends of the line would be not
3912 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3913 instead.
3915 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3916 divide by the Width/Height, so we need the half range(1.0) to translate by
3917 half a pixel.
3919 The other fun is that d3d's output z range after the transformation is [0;1],
3920 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3921 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3922 of Z buffer precision and the clear values do not match in the z test. Thus scale
3923 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3927 * Careful with the order of operations here, we're essentially working backwards:
3928 * x = x + 1/w;
3929 * y = (y - 1/h) * flip;
3930 * z = z * 2 - 1;
3932 * Becomes:
3933 * glTranslatef(0.0, 0.0, -1.0);
3934 * glScalef(1.0, 1.0, 2.0);
3936 * glScalef(1.0, flip, 1.0);
3937 * glTranslatef(1/w, -1/h, 0.0);
3939 * This is equivalent to:
3940 * glTranslatef(1/w, -flip/h, -1.0)
3941 * glScalef(1.0, flip, 2.0);
3944 /* Translate by slightly less than a half pixel to force a top-left
3945 * filling convention. We want the difference to be large enough that
3946 * it doesn't get lost due to rounding inside the driver, but small
3947 * enough to prevent it from interfering with any anti-aliasing. */
3948 GLfloat xoffset = (63.0f / 64.0f) / state->viewport.Width;
3949 GLfloat yoffset = -(63.0f / 64.0f) / state->viewport.Height;
3951 if (context->render_offscreen)
3953 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3954 * render everything upside down when rendering offscreen. */
3955 glTranslatef(xoffset, -yoffset, -1.0f);
3956 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3957 glScalef(1.0f, -1.0f, 2.0f);
3958 } else {
3959 glTranslatef(xoffset, yoffset, -1.0f);
3960 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3961 glScalef(1.0f, 1.0f, 2.0f);
3963 checkGLcall("glScalef");
3965 glMultMatrixf(&state->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3966 checkGLcall("glLoadMatrixf");
3970 /* This should match any arrays loaded in load_vertex_data.
3971 * TODO: Only load / unload arrays if we have to. */
3972 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3974 glDisableClientState(GL_VERTEX_ARRAY);
3975 glDisableClientState(GL_NORMAL_ARRAY);
3976 glDisableClientState(GL_COLOR_ARRAY);
3977 if (gl_info->supported[EXT_SECONDARY_COLOR])
3979 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3981 if (gl_info->supported[ARB_VERTEX_BLEND])
3983 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3985 unload_tex_coords(gl_info);
3988 static inline void unload_numbered_array(struct wined3d_context *context, int i)
3990 const struct wined3d_gl_info *gl_info = context->gl_info;
3992 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3993 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3995 context->numbered_array_mask &= ~(1 << i);
3998 /* This should match any arrays loaded in loadNumberedArrays
3999 * TODO: Only load / unload arrays if we have to. */
4000 static void unload_numbered_arrays(struct wined3d_context *context)
4002 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4003 GLint maxAttribs = 16;
4004 int i;
4006 /* Leave all the attribs disabled */
4007 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4008 /* MESA does not support it right not */
4009 if (glGetError() != GL_NO_ERROR)
4010 maxAttribs = 16;
4011 for (i = 0; i < maxAttribs; ++i) {
4012 unload_numbered_array(context, i);
4016 static void load_numbered_arrays(struct wined3d_context *context,
4017 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4019 struct wined3d_device *device = context->swapchain->device;
4020 const struct wined3d_gl_info *gl_info = context->gl_info;
4021 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4022 int i;
4024 /* Default to no instancing */
4025 device->instancedDraw = FALSE;
4027 for (i = 0; i < MAX_ATTRIBS; i++)
4029 const struct wined3d_stream_state *stream;
4031 if (!(stream_info->use_map & (1 << i)))
4033 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4034 continue;
4037 stream = &state->streams[stream_info->elements[i].stream_idx];
4039 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4040 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4042 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4043 device->instancedDraw = TRUE;
4044 continue;
4047 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4049 if (stream_info->elements[i].stride)
4051 if (curVBO != stream_info->elements[i].data.buffer_object)
4053 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object));
4054 checkGLcall("glBindBufferARB");
4055 curVBO = stream_info->elements[i].data.buffer_object;
4057 /* Use the VBO to find out if a vertex buffer exists, not the vb
4058 * pointer. vb can point to a user pointer data blob. In that case
4059 * curVBO will be 0. If there is a vertex buffer but no vbo we
4060 * won't be load converted attributes anyway. */
4061 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4062 stream_info->elements[i].format->gl_vtx_type,
4063 stream_info->elements[i].format->gl_normalized,
4064 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4065 + state->load_base_vertex_index * stream_info->elements[i].stride));
4067 if (!(context->numbered_array_mask & (1 << i)))
4069 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4070 context->numbered_array_mask |= (1 << i);
4073 else
4075 /* Stride = 0 means always the same values.
4076 * glVertexAttribPointerARB doesn't do that. Instead disable the
4077 * pointer and set up the attribute statically. But we have to
4078 * figure out the system memory address. */
4079 const BYTE *ptr = stream_info->elements[i].data.addr;
4080 if (stream_info->elements[i].data.buffer_object)
4082 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, gl_info);
4085 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4087 switch (stream_info->elements[i].format->id)
4089 case WINED3DFMT_R32_FLOAT:
4090 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4091 break;
4092 case WINED3DFMT_R32G32_FLOAT:
4093 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4094 break;
4095 case WINED3DFMT_R32G32B32_FLOAT:
4096 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4097 break;
4098 case WINED3DFMT_R32G32B32A32_FLOAT:
4099 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4100 break;
4102 case WINED3DFMT_R8G8B8A8_UINT:
4103 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4104 break;
4105 case WINED3DFMT_B8G8R8A8_UNORM:
4106 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4108 const DWORD *src = (const DWORD *)ptr;
4109 DWORD c = *src & 0xff00ff00;
4110 c |= (*src & 0xff0000) >> 16;
4111 c |= (*src & 0xff) << 16;
4112 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4113 break;
4115 /* else fallthrough */
4116 case WINED3DFMT_R8G8B8A8_UNORM:
4117 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4118 break;
4120 case WINED3DFMT_R16G16_SINT:
4121 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4122 break;
4123 case WINED3DFMT_R16G16B16A16_SINT:
4124 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4125 break;
4127 case WINED3DFMT_R16G16_SNORM:
4129 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4130 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4131 break;
4133 case WINED3DFMT_R16G16_UNORM:
4135 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4136 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4137 break;
4139 case WINED3DFMT_R16G16B16A16_SNORM:
4140 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4141 break;
4142 case WINED3DFMT_R16G16B16A16_UNORM:
4143 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4144 break;
4146 case WINED3DFMT_R10G10B10A2_UINT:
4147 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4148 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4149 break;
4150 case WINED3DFMT_R10G10B10A2_SNORM:
4151 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4152 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4153 break;
4155 case WINED3DFMT_R16G16_FLOAT:
4156 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4157 * byte float according to the IEEE standard
4159 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4160 break;
4161 case WINED3DFMT_R16G16B16A16_FLOAT:
4162 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4163 break;
4165 default:
4166 ERR("Unexpected declaration in stride 0 attributes\n");
4167 break;
4172 checkGLcall("Loading numbered arrays");
4175 static void load_vertex_data(const struct wined3d_context *context,
4176 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4178 struct wined3d_device *device = context->swapchain->device;
4179 const struct wined3d_gl_info *gl_info = context->gl_info;
4180 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4181 const struct wined3d_stream_info_element *e;
4183 TRACE("Using fast vertex array code\n");
4185 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4186 device->instancedDraw = FALSE;
4188 /* Blend Data ---------------------------------------------- */
4189 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4190 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4192 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4194 if (gl_info->supported[ARB_VERTEX_BLEND])
4196 TRACE("Blend %u %p %u\n", e->format->component_count,
4197 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4199 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4200 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4202 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4204 if (curVBO != e->data.buffer_object)
4206 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4207 checkGLcall("glBindBufferARB");
4208 curVBO = e->data.buffer_object;
4211 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4212 e->format->gl_vtx_format,
4213 e->format->gl_vtx_type,
4214 e->stride,
4215 e->data.addr + state->load_base_vertex_index * e->stride);
4216 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4217 e->data.addr + state->load_base_vertex_index * e->stride));
4219 checkGLcall("glWeightPointerARB");
4221 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4223 static BOOL warned;
4224 if (!warned)
4226 FIXME("blendMatrixIndices support\n");
4227 warned = TRUE;
4230 } else {
4231 /* TODO: support blends in drawStridedSlow
4232 * No need to write a FIXME here, this is done after the general vertex decl decoding
4234 WARN("unsupported blending in openGl\n");
4237 else
4239 if (gl_info->supported[ARB_VERTEX_BLEND])
4241 static const GLbyte one = 1;
4242 GL_EXTCALL(glWeightbvARB(1, &one));
4243 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4247 /* Point Size ----------------------------------------------*/
4248 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4250 /* no such functionality in the fixed function GL pipeline */
4251 TRACE("Cannot change ptSize here in openGl\n");
4252 /* TODO: Implement this function in using shaders if they are available */
4255 /* Vertex Pointers -----------------------------------------*/
4256 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4258 e = &si->elements[WINED3D_FFP_POSITION];
4260 if (curVBO != e->data.buffer_object)
4262 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4263 checkGLcall("glBindBufferARB");
4264 curVBO = e->data.buffer_object;
4267 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4268 handling for rhw mode should not impact screen position whereas in GL it does.
4269 This may result in very slightly distorted textures in rhw mode.
4270 There's always the other option of fixing the view matrix to
4271 prevent w from having any effect.
4273 This only applies to user pointer sources, in VBOs the vertices are fixed up
4275 if (!e->data.buffer_object)
4277 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4278 e->data.addr + state->load_base_vertex_index * e->stride);
4279 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4280 e->data.addr + state->load_base_vertex_index * e->stride);
4282 else
4284 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4285 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4286 e->data.addr + state->load_base_vertex_index * e->stride);
4287 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4288 e->data.addr + state->load_base_vertex_index * e->stride);
4290 checkGLcall("glVertexPointer(...)");
4291 glEnableClientState(GL_VERTEX_ARRAY);
4292 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4295 /* Normals -------------------------------------------------*/
4296 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4298 e = &si->elements[WINED3D_FFP_NORMAL];
4300 if (curVBO != e->data.buffer_object)
4302 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4303 checkGLcall("glBindBufferARB");
4304 curVBO = e->data.buffer_object;
4307 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4308 e->data.addr + state->load_base_vertex_index * e->stride);
4309 glNormalPointer(e->format->gl_vtx_type, e->stride,
4310 e->data.addr + state->load_base_vertex_index * e->stride);
4311 checkGLcall("glNormalPointer(...)");
4312 glEnableClientState(GL_NORMAL_ARRAY);
4313 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4315 } else {
4316 glNormal3f(0, 0, 0);
4317 checkGLcall("glNormal3f(0, 0, 0)");
4320 /* Diffuse Colour --------------------------------------------*/
4321 /* WARNING: Data here MUST be in RGBA format, so cannot */
4322 /* go directly into fast mode from app pgm, because */
4323 /* directx requires data in BGRA format. */
4324 /* currently fixupVertices swizzles the format, but this isn't*/
4325 /* very practical when using VBOs */
4326 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4327 /* , or the user doesn't care and wants the speed advantage */
4329 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4331 e = &si->elements[WINED3D_FFP_DIFFUSE];
4333 if (curVBO != e->data.buffer_object)
4335 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4336 checkGLcall("glBindBufferARB");
4337 curVBO = e->data.buffer_object;
4340 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4341 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4342 e->data.addr + state->load_base_vertex_index * e->stride);
4343 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4344 e->data.addr + state->load_base_vertex_index * e->stride);
4345 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4346 glEnableClientState(GL_COLOR_ARRAY);
4347 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4349 } else {
4350 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4351 checkGLcall("glColor4f(1, 1, 1, 1)");
4354 /* Specular Colour ------------------------------------------*/
4355 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4357 TRACE("setting specular colour\n");
4359 e = &si->elements[WINED3D_FFP_SPECULAR];
4361 if (gl_info->supported[EXT_SECONDARY_COLOR])
4363 GLenum type = e->format->gl_vtx_type;
4364 GLint format = e->format->gl_vtx_format;
4366 if (curVBO != e->data.buffer_object)
4368 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4369 checkGLcall("glBindBufferARB");
4370 curVBO = e->data.buffer_object;
4373 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4375 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4376 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4377 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4378 * 4 component secondary colors use it
4380 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4381 e->data.addr + state->load_base_vertex_index * e->stride);
4382 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4383 e->data.addr + state->load_base_vertex_index * e->stride));
4384 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4386 else
4388 switch(type)
4390 case GL_UNSIGNED_BYTE:
4391 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4392 e->data.addr + state->load_base_vertex_index * e->stride);
4393 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4394 e->data.addr + state->load_base_vertex_index * e->stride));
4395 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4396 break;
4398 default:
4399 FIXME("Add 4 component specular color pointers for type %x\n", type);
4400 /* Make sure that the right color component is dropped */
4401 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4402 e->data.addr + state->load_base_vertex_index * e->stride);
4403 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4404 e->data.addr + state->load_base_vertex_index * e->stride));
4405 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4408 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4409 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4411 else
4413 WARN("Specular colour is not supported in this GL implementation.\n");
4416 else
4418 if (gl_info->supported[EXT_SECONDARY_COLOR])
4420 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4421 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4423 else
4425 WARN("Specular colour is not supported in this GL implementation.\n");
4429 /* Texture coords -------------------------------------------*/
4430 load_tex_coords(context, si, &curVBO, state);
4433 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4435 const struct wined3d_device *device = context->swapchain->device;
4436 BOOL load_numbered = use_vs(state) && !device->useDrawStridedSlow;
4437 BOOL load_named = !use_vs(state) && !device->useDrawStridedSlow;
4439 if (isStateDirty(context, STATE_VDECL)) return;
4440 if (context->numberedArraysLoaded && !load_numbered)
4442 unload_numbered_arrays(context);
4443 context->numberedArraysLoaded = FALSE;
4444 context->numbered_array_mask = 0;
4446 else if (context->namedArraysLoaded)
4448 unload_vertex_data(context->gl_info);
4449 context->namedArraysLoaded = FALSE;
4452 if (load_numbered)
4454 TRACE("Loading numbered arrays\n");
4455 load_numbered_arrays(context, &device->strided_streams, state);
4456 context->numberedArraysLoaded = TRUE;
4458 else if (load_named)
4460 TRACE("Loading vertex data\n");
4461 load_vertex_data(context, &device->strided_streams, state);
4462 context->namedArraysLoaded = TRUE;
4466 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4468 if (isStateDirty(context, STATE_STREAMSRC))
4469 return;
4470 streamsrc(context, state, STATE_STREAMSRC);
4473 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4475 const struct wined3d_device *device = context->swapchain->device;
4476 const struct wined3d_gl_info *gl_info = context->gl_info;
4477 BOOL useVertexShaderFunction = use_vs(state);
4478 BOOL usePixelShaderFunction = use_ps(state);
4479 BOOL updateFog = FALSE;
4480 BOOL transformed;
4481 BOOL wasrhw = context->last_was_rhw;
4482 unsigned int i;
4484 transformed = device->strided_streams.position_transformed;
4485 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4486 updateFog = TRUE;
4488 context->last_was_rhw = transformed;
4490 /* Don't have to apply the matrices when vertex shaders are used. When
4491 * vshaders are turned off this function will be called again anyway to
4492 * make sure they're properly set. */
4493 if (!useVertexShaderFunction)
4495 /* TODO: Move this mainly to the viewport state and only apply when
4496 * the vp has changed or transformed / untransformed was switched. */
4497 if (wasrhw != context->last_was_rhw
4498 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))
4499 && !isStateDirty(context, STATE_VIEWPORT))
4500 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4501 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4502 * mode.
4504 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4505 * this check will fail and the matrix not applied again. This is OK because a simple
4506 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4507 * needs of the vertex declaration.
4509 * World and view matrix go into the same gl matrix, so only apply them when neither is
4510 * dirty
4512 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))
4513 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)))
4514 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4515 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX)))
4516 state_colormat(context, state, STATE_RENDER(WINED3DRS_COLORVERTEX));
4517 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING)))
4518 state_lighting(context, state, STATE_RENDER(WINED3DRS_LIGHTING));
4520 if (context->last_was_vshader)
4522 updateFog = TRUE;
4524 if (!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE)))
4525 state_clipping(context, state, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE));
4527 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4529 clipplane(context, state, STATE_CLIPPLANE(i));
4532 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS)))
4533 state_normalize(context, state, STATE_RENDER(WINED3DRS_NORMALIZENORMALS));
4535 else
4537 if(!context->last_was_vshader) {
4538 static BOOL warned = FALSE;
4539 if(!device->vs_clipping) {
4540 /* Disable all clip planes to get defined results on all drivers. See comment in the
4541 * state_clipping state handler
4543 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4545 glDisable(GL_CLIP_PLANE0 + i);
4546 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4549 if (!warned && state->render_states[WINED3DRS_CLIPPLANEENABLE])
4551 FIXME("Clipping not supported with vertex shaders\n");
4552 warned = TRUE;
4555 if (wasrhw)
4557 /* Apply the transform matrices when switching from rhw
4558 * drawing to vertex shaders. Vertex shaders themselves do
4559 * not need it, but the matrices are not reapplied
4560 * automatically when switching back from vertex shaders to
4561 * fixed function processing. So make sure we leave the fixed
4562 * function vertex processing states back in a sane state
4563 * before switching to shaders. */
4564 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4565 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4566 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
4567 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4569 updateFog = TRUE;
4571 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4572 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4573 * device->vs_clipping is false.
4575 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4577 clipplane(context, state, STATE_CLIPPLANE(i));
4582 /* Vertex and pixel shaders are applied together, so let the last dirty
4583 * state do the application. */
4584 if (!isStateDirty(context, STATE_PIXELSHADER))
4586 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4588 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)
4589 && (useVertexShaderFunction || usePixelShaderFunction))
4590 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4593 context->last_was_vshader = useVertexShaderFunction;
4595 if (updateFog)
4596 context_apply_state(context, state, STATE_RENDER(WINED3DRS_FOGVERTEXMODE));
4598 if (!useVertexShaderFunction)
4600 unsigned int i;
4602 for (i = 0; i < MAX_TEXTURES; ++i)
4604 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i)))
4605 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS));
4610 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4612 const struct wined3d_surface *target = state->fb->render_targets[0];
4613 WINED3DVIEWPORT vp = state->viewport;
4615 if (vp.Width > target->resource.width)
4616 vp.Width = target->resource.width;
4617 if (vp.Height > target->resource.height)
4618 vp.Height = target->resource.height;
4620 glDepthRange(vp.MinZ, vp.MaxZ);
4621 checkGLcall("glDepthRange");
4622 /* Note: GL requires lower left, DirectX supplies upper left. This is
4623 * reversed when using offscreen rendering. */
4624 if (context->render_offscreen)
4626 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4628 else
4630 UINT width, height;
4632 target->get_drawable_size(context, &width, &height);
4633 glViewport(vp.X, (height - (vp.Y + vp.Height)),
4634 vp.Width, vp.Height);
4637 checkGLcall("glViewport");
4640 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4642 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4643 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4644 if (!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE)))
4645 state_pscale(context, state, STATE_RENDER(WINED3DRS_POINTSCALEENABLE));
4646 /* Update the position fixup. */
4647 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4648 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4651 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4653 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4654 const struct wined3d_light_info *lightInfo = state->lights[Index];
4656 if (!lightInfo)
4658 glDisable(GL_LIGHT0 + Index);
4659 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4661 else
4663 float quad_att;
4664 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4666 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4667 glMatrixMode(GL_MODELVIEW);
4668 glPushMatrix();
4669 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
4671 /* Diffuse: */
4672 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4673 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4674 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4675 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4676 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4677 checkGLcall("glLightfv");
4679 /* Specular */
4680 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4681 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4682 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4683 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4684 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4685 checkGLcall("glLightfv");
4687 /* Ambient */
4688 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4689 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4690 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4691 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4692 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4693 checkGLcall("glLightfv");
4695 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4696 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4697 } else {
4698 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4701 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4702 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4703 * Attenuation0 to NaN and crashes in the gl lib
4706 switch (lightInfo->OriginalParms.Type) {
4707 case WINED3DLIGHT_POINT:
4708 /* Position */
4709 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4710 checkGLcall("glLightfv");
4711 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4712 checkGLcall("glLightf");
4713 /* Attenuation - Are these right? guessing... */
4714 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4715 checkGLcall("glLightf");
4716 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4717 checkGLcall("glLightf");
4718 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4719 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4720 checkGLcall("glLightf");
4721 /* FIXME: Range */
4722 break;
4724 case WINED3DLIGHT_SPOT:
4725 /* Position */
4726 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4727 checkGLcall("glLightfv");
4728 /* Direction */
4729 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4730 checkGLcall("glLightfv");
4731 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4732 checkGLcall("glLightf");
4733 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4734 checkGLcall("glLightf");
4735 /* Attenuation - Are these right? guessing... */
4736 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4737 checkGLcall("glLightf");
4738 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4739 checkGLcall("glLightf");
4740 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4741 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4742 checkGLcall("glLightf");
4743 /* FIXME: Range */
4744 break;
4746 case WINED3DLIGHT_DIRECTIONAL:
4747 /* Direction */
4748 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4749 checkGLcall("glLightfv");
4750 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4751 checkGLcall("glLightf");
4752 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4753 checkGLcall("glLightf");
4754 break;
4756 default:
4757 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4760 /* Restore the modelview matrix */
4761 glPopMatrix();
4763 glEnable(GL_LIGHT0 + Index);
4764 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4768 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4770 const RECT *r = &state->scissor_rect;
4772 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4773 * so our viewport correction does not apply. Warning2: Even in windowed
4774 * mode the coords are relative to the window, not the screen. */
4775 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4777 if (context->render_offscreen)
4779 glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4781 else
4783 const struct wined3d_surface *target = state->fb->render_targets[0];
4784 UINT height;
4785 UINT width;
4787 target->get_drawable_size(context, &width, &height);
4788 glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4790 checkGLcall("glScissor");
4793 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4795 const struct wined3d_gl_info *gl_info = context->gl_info;
4797 if (state->user_stream || !state->index_buffer)
4799 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4801 else
4803 struct wined3d_buffer *ib = state->index_buffer;
4804 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4808 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4810 if (context->render_offscreen)
4812 glFrontFace(GL_CCW);
4813 checkGLcall("glFrontFace(GL_CCW)");
4814 } else {
4815 glFrontFace(GL_CW);
4816 checkGLcall("glFrontFace(GL_CW)");
4820 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4822 static BOOL warned;
4824 if (!warned)
4826 WARN("Point sprite coordinate origin switching not supported.\n");
4827 warned = TRUE;
4831 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4833 const struct wined3d_gl_info *gl_info = context->gl_info;
4834 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4836 if (glPointParameteri)
4838 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin);
4839 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4841 else if (gl_info->supported[NV_POINT_SPRITE])
4843 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4844 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4848 const struct StateEntryTemplate misc_state_template[] = {
4849 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4850 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4851 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4852 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4853 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4854 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4855 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4856 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4857 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4858 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4859 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4860 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4861 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4862 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4863 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4864 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4866 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4867 * vshader loadings are untied from each other
4869 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4870 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4871 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4872 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4873 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4874 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4875 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4876 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4877 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4878 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4879 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4880 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4881 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4882 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4883 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4884 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4885 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4886 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4920 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4921 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4922 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4923 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4924 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4925 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4926 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4927 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4928 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4929 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4930 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4959 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
4995 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4997 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5001 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5003 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5007 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5009 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5011 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5013 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5016 /* Samplers */
5017 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5018 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5019 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5020 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5021 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5022 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5023 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5024 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5025 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5026 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5027 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5028 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5029 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5030 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5031 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5032 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5033 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5034 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5035 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5036 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5037 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5038 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5039 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5040 { STATE_PIXELSHADER, { STATE_PIXELSHADER, context_state_drawbuf},WINED3D_GL_EXT_NONE },
5041 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5044 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5045 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5046 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5047 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5048 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5049 /* Clip planes */
5050 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5051 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5052 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5053 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5054 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5055 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5056 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5057 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5058 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5059 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5060 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5061 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5062 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5063 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5064 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5065 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5066 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5067 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5068 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5069 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5070 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5071 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5072 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5073 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5074 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5075 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5076 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5077 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5078 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5079 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5080 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5081 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5082 /* Lights */
5083 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5084 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5085 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5086 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5087 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5088 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5089 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5090 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5091 /* Viewport */
5092 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5093 /* Transform states follow */
5094 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5095 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5096 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5098 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5361 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5362 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5363 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5364 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5365 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5366 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5367 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5368 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5376 /* Fog */
5377 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5378 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5379 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5380 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5381 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5382 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5383 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5384 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5385 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5386 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5387 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5388 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5389 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5390 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5391 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5392 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5393 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5394 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5395 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5396 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5397 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5398 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5399 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5400 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5401 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5402 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5403 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5404 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5405 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5406 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5407 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5408 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5409 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5411 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5412 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5413 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5415 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5416 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5417 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5418 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5419 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5420 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5421 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5422 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5423 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5424 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5425 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5426 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5427 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5428 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5429 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5430 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5431 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5432 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5433 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5434 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5435 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5436 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5437 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5438 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5439 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5442 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5443 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5444 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5445 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5446 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5447 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5448 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5449 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5450 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5451 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5452 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5453 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5454 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5455 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5524 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5525 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5526 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5527 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5528 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5529 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5532 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5534 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5535 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5536 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5537 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5538 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5539 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5540 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5541 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5544 /* Context activation and GL locking are done by the caller. */
5545 static void ffp_enable(BOOL enable) {}
5547 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5549 caps->PrimitiveMiscCaps = 0;
5550 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5551 | WINED3DTEXOPCAPS_ADDSIGNED
5552 | WINED3DTEXOPCAPS_ADDSIGNED2X
5553 | WINED3DTEXOPCAPS_MODULATE
5554 | WINED3DTEXOPCAPS_MODULATE2X
5555 | WINED3DTEXOPCAPS_MODULATE4X
5556 | WINED3DTEXOPCAPS_SELECTARG1
5557 | WINED3DTEXOPCAPS_SELECTARG2
5558 | WINED3DTEXOPCAPS_DISABLE;
5560 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5561 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5562 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5564 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5565 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5566 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5567 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5568 | WINED3DTEXOPCAPS_LERP
5569 | WINED3DTEXOPCAPS_SUBTRACT;
5571 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5572 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5574 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5575 | WINED3DTEXOPCAPS_MULTIPLYADD
5576 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5577 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5578 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5580 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5581 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5583 caps->MaxTextureBlendStages = gl_info->limits.textures;
5584 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5587 static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
5588 static void ffp_fragment_free(struct wined3d_device *device) {}
5589 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5591 if (TRACE_ON(d3d))
5593 TRACE("Checking support for fixup:\n");
5594 dump_color_fixup_desc(fixup);
5597 /* We only support identity conversions. */
5598 if (is_identity_fixup(fixup))
5600 TRACE("[OK]\n");
5601 return TRUE;
5604 TRACE("[FAILED]\n");
5605 return FALSE;
5608 const struct fragment_pipeline ffp_fragment_pipeline = {
5609 ffp_enable,
5610 ffp_fragment_get_caps,
5611 ffp_fragment_alloc,
5612 ffp_fragment_free,
5613 ffp_color_fixup_supported,
5614 ffp_fragmentstate_template,
5615 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5618 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5620 unsigned int i;
5621 for(i = 0; funcs[i]; i++);
5622 return i;
5625 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5627 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5628 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5631 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5633 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5634 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5635 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5638 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5640 unsigned int start, last, i;
5642 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5643 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5644 for (i = start; i <= last; ++i)
5646 state_table[i].representative = 0;
5647 state_table[i].apply = state_undefined;
5650 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5651 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5652 for (i = start; i <= last; ++i)
5654 state_table[i].representative = 0;
5655 state_table[i].apply = state_undefined;
5658 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5659 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5660 for (i = start; i <= last; ++i)
5662 state_table[i].representative = 0;
5663 state_table[i].apply = state_undefined;
5667 static void validate_state_table(struct StateEntry *state_table)
5669 static const struct
5671 DWORD first;
5672 DWORD last;
5674 rs_holes[] =
5676 { 1, 1},
5677 { 3, 3},
5678 { 17, 18},
5679 { 21, 21},
5680 { 42, 45},
5681 { 47, 47},
5682 { 61, 127},
5683 {149, 150},
5684 {169, 169},
5685 {177, 177},
5686 {196, 197},
5687 { 0, 0},
5689 static const DWORD simple_states[] =
5691 STATE_MATERIAL,
5692 STATE_VDECL,
5693 STATE_STREAMSRC,
5694 STATE_INDEXBUFFER,
5695 STATE_VERTEXSHADERCONSTANT,
5696 STATE_PIXELSHADERCONSTANT,
5697 STATE_VSHADER,
5698 STATE_PIXELSHADER,
5699 STATE_VIEWPORT,
5700 STATE_SCISSORRECT,
5701 STATE_FRONTFACE,
5702 STATE_POINTSPRITECOORDORIGIN,
5703 STATE_BASEVERTEXINDEX,
5704 STATE_FRAMEBUFFER
5706 unsigned int i, current;
5708 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5710 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5712 if (!state_table[i].representative)
5713 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5715 else if (state_table[i].representative)
5716 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5718 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5721 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5723 if (!state_table[simple_states[i]].representative)
5724 ERR("State %s (%#x) should have a representative.\n",
5725 debug_d3dstate(simple_states[i]), simple_states[i]);
5728 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5730 DWORD rep = state_table[i].representative;
5731 if (rep)
5733 if (state_table[rep].representative != rep)
5735 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5736 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5737 state_table[i].representative = 0;
5740 if (rep != i)
5742 if (state_table[i].apply)
5743 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5745 else if (!state_table[i].apply)
5747 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5753 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5754 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5755 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5757 unsigned int i, type, handlers;
5758 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5759 const struct StateEntryTemplate *cur;
5760 BOOL set[STATE_HIGHEST + 1];
5762 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5764 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5765 StateTable[i].representative = 0;
5766 StateTable[i].apply = state_undefined;
5769 for(type = 0; type < 3; type++) {
5770 /* This switch decides the order in which the states are applied */
5771 switch(type) {
5772 case 0: cur = misc; break;
5773 case 1: cur = fragment->states; break;
5774 case 2: cur = vertex; break;
5775 default: cur = NULL; /* Stupid compiler */
5777 if(!cur) continue;
5779 /* GL extension filtering should not prevent multiple handlers being applied from different
5780 * pipeline parts
5782 memset(set, 0, sizeof(set));
5784 for(i = 0; cur[i].state; i++) {
5785 APPLYSTATEFUNC *funcs_array;
5787 /* Only use the first matching state with the available extension from one template.
5788 * e.g.
5789 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5790 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5792 * if GL_XYZ_fancy is supported, ignore the 2nd line
5794 if(set[cur[i].state]) continue;
5795 /* Skip state lines depending on unsupported extensions */
5796 if (!gl_info->supported[cur[i].extension]) continue;
5797 set[cur[i].state] = TRUE;
5798 /* In some cases having an extension means that nothing has to be
5799 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5800 * supported, the texture coordinate fixup can be ignored. If the
5801 * apply function is used, mark the state set(done above) to prevent
5802 * applying later lines, but do not record anything in the state
5803 * table
5805 if (!cur[i].content.representative) continue;
5807 handlers = num_handlers(multistate_funcs[cur[i].state]);
5808 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5809 switch(handlers) {
5810 case 0:
5811 StateTable[cur[i].state].apply = cur[i].content.apply;
5812 break;
5813 case 1:
5814 StateTable[cur[i].state].apply = multistate_apply_2;
5815 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5817 sizeof(**dev_multistate_funcs) * 2);
5818 if (!dev_multistate_funcs[cur[i].state]) {
5819 goto out_of_mem;
5822 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5823 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5824 break;
5825 case 2:
5826 StateTable[cur[i].state].apply = multistate_apply_3;
5827 funcs_array = HeapReAlloc(GetProcessHeap(),
5829 dev_multistate_funcs[cur[i].state],
5830 sizeof(**dev_multistate_funcs) * 3);
5831 if (!funcs_array) {
5832 goto out_of_mem;
5835 dev_multistate_funcs[cur[i].state] = funcs_array;
5836 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5837 break;
5838 default:
5839 ERR("Unexpected amount of state handlers for state %u: %u\n",
5840 cur[i].state, handlers + 1);
5843 if(StateTable[cur[i].state].representative &&
5844 StateTable[cur[i].state].representative != cur[i].content.representative) {
5845 FIXME("State %u has different representatives in different pipeline parts\n",
5846 cur[i].state);
5848 StateTable[cur[i].state].representative = cur[i].content.representative;
5852 prune_invalid_states(StateTable, gl_info);
5853 validate_state_table(StateTable);
5855 return WINED3D_OK;
5857 out_of_mem:
5858 for (i = 0; i <= STATE_HIGHEST; ++i) {
5859 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5862 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5864 return E_OUTOFMEMORY;