mmdevapi: Fix small capture bugs.
[wine/multimedia.git] / dlls / wined3d / state.c
blobab8c32137f01aae66a25070d9bf47d007bff44d4
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 #define GLINFO_LOCATION (*context->gl_info)
40 /* GL locking for state handlers is done by the caller. */
42 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
44 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
46 ERR("Undefined state.\n");
49 static void state_nop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
51 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state));
54 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
56 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
58 switch(Value) {
59 case WINED3DFILL_POINT:
60 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
61 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
62 break;
63 case WINED3DFILL_WIREFRAME:
64 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
65 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
66 break;
67 case WINED3DFILL_SOLID:
68 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
69 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
70 break;
71 default:
72 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
76 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
78 /* Lighting is not enabled if transformed vertices are drawn
79 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
80 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
81 * vertex declaration applying function calls this function for updating
84 if(isStateDirty(context, STATE_VDECL)) {
85 return;
88 if (stateblock->renderState[WINED3DRS_LIGHTING]
89 && !stateblock->device->strided_streams.position_transformed)
91 glEnable(GL_LIGHTING);
92 checkGLcall("glEnable GL_LIGHTING");
93 } else {
94 glDisable(GL_LIGHTING);
95 checkGLcall("glDisable GL_LIGHTING");
99 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
101 /* No z test without depth stencil buffers */
102 if (!stateblock->device->depth_stencil)
104 TRACE("No Z buffer - disabling depth test\n");
105 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
106 checkGLcall("glDisable GL_DEPTH_TEST");
107 return;
110 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
111 case WINED3DZB_FALSE:
112 glDisable(GL_DEPTH_TEST);
113 checkGLcall("glDisable GL_DEPTH_TEST");
114 break;
115 case WINED3DZB_TRUE:
116 glEnable(GL_DEPTH_TEST);
117 checkGLcall("glEnable GL_DEPTH_TEST");
118 break;
119 case WINED3DZB_USEW:
120 glEnable(GL_DEPTH_TEST);
121 checkGLcall("glEnable GL_DEPTH_TEST");
122 FIXME("W buffer is not well handled\n");
123 break;
124 default:
125 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
129 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
131 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
132 * switch
134 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
135 case WINED3DCULL_NONE:
136 glDisable(GL_CULL_FACE);
137 checkGLcall("glDisable GL_CULL_FACE");
138 break;
139 case WINED3DCULL_CW:
140 glEnable(GL_CULL_FACE);
141 checkGLcall("glEnable GL_CULL_FACE");
142 glCullFace(GL_FRONT);
143 checkGLcall("glCullFace(GL_FRONT)");
144 break;
145 case WINED3DCULL_CCW:
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
148 glCullFace(GL_BACK);
149 checkGLcall("glCullFace(GL_BACK)");
150 break;
151 default:
152 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
156 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
158 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
159 case WINED3DSHADE_FLAT:
160 glShadeModel(GL_FLAT);
161 checkGLcall("glShadeModel(GL_FLAT)");
162 break;
163 case WINED3DSHADE_GOURAUD:
164 glShadeModel(GL_SMOOTH);
165 checkGLcall("glShadeModel(GL_SMOOTH)");
166 break;
167 case WINED3DSHADE_PHONG:
168 FIXME("WINED3DSHADE_PHONG isn't supported\n");
169 break;
170 default:
171 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
175 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
177 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
178 glEnable(GL_DITHER);
179 checkGLcall("glEnable GL_DITHER");
180 } else {
181 glDisable(GL_DITHER);
182 checkGLcall("glDisable GL_DITHER");
186 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
188 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
189 * this has to be merged with ZENABLE and ZFUNC
191 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
192 glDepthMask(1);
193 checkGLcall("glDepthMask(1)");
194 } else {
195 glDepthMask(0);
196 checkGLcall("glDepthMask(0)");
200 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
202 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
204 if(glParm) {
205 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
206 static BOOL once = FALSE;
207 /* There are a few issues with this: First, our inability to
208 * select a proper Z depth, most of the time we're stuck with
209 * D24S8, even if the app selects D32 or D16. There seem to be
210 * some other precision problems which have to be debugged to
211 * make NOTEQUAL and EQUAL work properly
213 if(!once) {
214 once = TRUE;
215 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
219 glDepthFunc(glParm);
220 checkGLcall("glDepthFunc");
224 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
226 float col[4];
227 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
229 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
230 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
231 checkGLcall("glLightModel for MODEL_AMBIENT");
234 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
236 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
237 int srcBlend = GL_ZERO;
238 int dstBlend = GL_ZERO;
240 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
241 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
242 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
243 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
245 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
246 * The d3d9 visual test confirms the behavior. */
247 if (context->render_offscreen
248 && !(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
250 glDisable(GL_BLEND);
251 checkGLcall("glDisable GL_BLEND");
252 return;
253 } else {
254 glEnable(GL_BLEND);
255 checkGLcall("glEnable GL_BLEND");
257 } else {
258 glDisable(GL_BLEND);
259 checkGLcall("glDisable GL_BLEND");
260 /* Nothing more to do - get out */
261 return;
264 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
265 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
266 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
267 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
268 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
269 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
270 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
271 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
272 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
274 /* To compensate the lack of format switching with backbuffer offscreen rendering,
275 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
276 * if the render target doesn't support alpha blending. A nonexistent alpha channel
277 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
279 case WINED3DBLEND_DESTALPHA :
280 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
281 break;
282 case WINED3DBLEND_INVDESTALPHA :
283 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
284 break;
286 case WINED3DBLEND_SRCALPHASAT :
287 dstBlend = GL_SRC_ALPHA_SATURATE;
288 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
289 break;
291 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
292 * values which are still valid up to d3d9. They should not occur as dest blend values
294 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
295 srcBlend = GL_SRC_ALPHA;
296 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
297 break;
299 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
300 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
301 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
302 break;
304 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
305 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
306 default:
307 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
310 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
311 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
312 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
313 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
314 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
315 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
316 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
317 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
318 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
319 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
321 case WINED3DBLEND_DESTALPHA :
322 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
323 break;
324 case WINED3DBLEND_INVDESTALPHA :
325 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
326 break;
328 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
329 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
330 break;
332 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
333 dstBlend = GL_SRC_ALPHA;
334 break;
336 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
337 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
338 default:
339 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
342 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
343 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
344 glEnable(GL_LINE_SMOOTH);
345 checkGLcall("glEnable(GL_LINE_SMOOTH)");
346 if(srcBlend != GL_SRC_ALPHA) {
347 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
349 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
350 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
352 } else {
353 glDisable(GL_LINE_SMOOTH);
354 checkGLcall("glDisable(GL_LINE_SMOOTH)");
357 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
358 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
359 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
362 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
363 int srcBlendAlpha = GL_ZERO;
364 int dstBlendAlpha = GL_ZERO;
366 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
367 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
369 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
370 return;
373 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
374 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
375 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
376 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
377 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
378 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
379 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
380 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
381 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
382 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
383 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
384 case WINED3DBLEND_SRCALPHASAT :
385 dstBlend = GL_SRC_ALPHA_SATURATE;
386 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
387 break;
388 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
389 * values which are still valid up to d3d9. They should not occur as dest blend values
391 case WINED3DBLEND_BOTHSRCALPHA :
392 dstBlendAlpha = GL_SRC_ALPHA;
393 srcBlendAlpha = GL_SRC_ALPHA;
394 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
395 break;
396 case WINED3DBLEND_BOTHINVSRCALPHA :
397 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
398 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
399 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
400 break;
401 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
402 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
403 default:
404 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
407 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
408 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
409 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
410 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
411 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
412 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
413 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
414 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
415 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
416 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
417 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
418 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
419 case WINED3DBLEND_BOTHSRCALPHA :
420 srcBlendAlpha = GL_SRC_ALPHA;
421 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
422 break;
423 case WINED3DBLEND_BOTHINVSRCALPHA :
424 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
425 dstBlendAlpha = GL_SRC_ALPHA;
426 break;
427 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
428 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
429 default:
430 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
433 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
434 checkGLcall("glBlendFuncSeparateEXT");
435 } else {
436 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
437 glBlendFunc(srcBlend, dstBlend);
438 checkGLcall("glBlendFunc");
441 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
442 so it may need updating */
443 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE])
444 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
447 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
449 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
452 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
454 float col[4];
456 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
457 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
458 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
459 checkGLcall("glBlendColor");
462 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
464 int glParm = 0;
465 float ref;
466 BOOL enable_ckey = FALSE;
468 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
470 /* Find out if the texture on the first stage has a ckey set
471 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
472 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
473 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
474 * in case it finds some texture+colorkeyenable combination which needs extra care.
476 if (stateblock->textures[0])
478 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
480 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
482 IWineD3DSurfaceImpl *surf;
484 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
486 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
488 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
489 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
490 * surface has alpha bits */
491 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
496 if (enable_ckey || context->last_was_ckey)
497 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
498 context->last_was_ckey = enable_ckey;
500 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
501 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
502 glEnable(GL_ALPHA_TEST);
503 checkGLcall("glEnable GL_ALPHA_TEST");
504 } else {
505 glDisable(GL_ALPHA_TEST);
506 checkGLcall("glDisable GL_ALPHA_TEST");
507 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
508 * enable call
510 return;
513 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
514 glParm = GL_NOTEQUAL;
515 ref = 0.0f;
516 } else {
517 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
518 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
520 if(glParm) {
521 glAlphaFunc(glParm, ref);
522 checkGLcall("glAlphaFunc");
526 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
528 const struct wined3d_gl_info *gl_info = context->gl_info;
529 DWORD enable = 0xFFFFFFFF;
530 DWORD disable = 0x00000000;
532 if (!stateblock->device->vs_clipping && use_vs(stateblock))
534 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
535 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
536 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
537 * of that - don't do anything here and keep them disabled
539 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
540 static BOOL warned = FALSE;
541 if(!warned) {
542 FIXME("Clipping not supported with vertex shaders\n");
543 warned = TRUE;
546 return;
549 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
550 * of already set values
553 /* If enabling / disabling all
554 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
556 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
557 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
558 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
559 if (gl_info->supported[ARB_DEPTH_CLAMP])
561 glDisable(GL_DEPTH_CLAMP);
562 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
564 } else {
565 disable = 0xffffffff;
566 enable = 0x00;
567 if (gl_info->supported[ARB_DEPTH_CLAMP])
569 glEnable(GL_DEPTH_CLAMP);
570 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
572 else
574 FIXME("Clipping disabled, but ARB_depth_clamp isn't supported.\n");
578 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
579 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
580 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
581 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
582 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
583 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
585 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
586 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
587 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
588 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
589 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
590 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
592 /** update clipping status */
593 if (enable) {
594 stateblock->clip_status.ClipUnion = 0;
595 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
596 } else {
597 stateblock->clip_status.ClipUnion = 0;
598 stateblock->clip_status.ClipIntersection = 0;
602 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
604 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
607 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
609 int blendEquation = GL_FUNC_ADD;
610 int blendEquationAlpha = GL_FUNC_ADD;
612 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
613 if (stateblock->renderState[WINED3DRS_BLENDOPALPHA]
614 && !context->gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
616 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
617 return;
620 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
621 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
622 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
623 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
624 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
625 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
626 default:
627 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
630 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
631 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
632 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
633 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
634 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
635 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
636 default:
637 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
640 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
641 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
642 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
643 checkGLcall("glBlendEquationSeparateEXT");
644 } else {
645 TRACE("glBlendEquation(%x)\n", blendEquation);
646 GL_EXTCALL(glBlendEquationEXT(blendEquation));
647 checkGLcall("glBlendEquation");
651 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
653 const struct wined3d_gl_info *gl_info = context->gl_info;
654 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
655 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
656 * specular color. This is wrong:
657 * Separate specular color means the specular colour is maintained separately, whereas
658 * single color means it is merged in. However in both cases they are being used to
659 * some extent.
660 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
661 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
662 * running 1.4 yet!
665 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
666 * Instead, we need to setup the FinalCombiner properly.
668 * The default setup for the FinalCombiner is:
670 * <variable> <input> <mapping> <usage>
671 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
672 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
673 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
674 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
675 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
676 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
677 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
679 * That's pretty much fine as it is, except for variable B, which needs to take
680 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
681 * whether WINED3DRS_SPECULARENABLE is enabled or not.
684 TRACE("Setting specular enable state and materials\n");
685 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
686 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
687 checkGLcall("glMaterialfv");
689 if (stateblock->material.Power > gl_info->limits.shininess)
691 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
692 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
693 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
694 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
695 * them, it should be safe to do so without major visual distortions.
697 WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
698 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
699 } else {
700 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
702 checkGLcall("glMaterialf(GL_SHININESS)");
704 if (gl_info->supported[EXT_SECONDARY_COLOR])
706 glEnable(GL_COLOR_SUM_EXT);
708 else
710 TRACE("Specular colors cannot be enabled in this version of opengl\n");
712 checkGLcall("glEnable(GL_COLOR_SUM)");
714 if (gl_info->supported[NV_REGISTER_COMBINERS])
716 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
717 checkGLcall("glFinalCombinerInputNV()");
719 } else {
720 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
722 /* for the case of enabled lighting: */
723 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
724 checkGLcall("glMaterialfv");
726 /* for the case of disabled lighting: */
727 if (gl_info->supported[EXT_SECONDARY_COLOR])
729 glDisable(GL_COLOR_SUM_EXT);
731 else
733 TRACE("Specular colors cannot be disabled in this version of opengl\n");
735 checkGLcall("glDisable(GL_COLOR_SUM)");
737 if (gl_info->supported[NV_REGISTER_COMBINERS])
739 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
740 checkGLcall("glFinalCombinerInputNV()");
744 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
745 stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
746 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
747 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
748 stateblock->material.Ambient.r, stateblock->material.Ambient.g,
749 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
750 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
751 stateblock->material.Specular.r, stateblock->material.Specular.g,
752 stateblock->material.Specular.b, stateblock->material.Specular.a);
753 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
754 stateblock->material.Emissive.r, stateblock->material.Emissive.g,
755 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
757 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
758 checkGLcall("glMaterialfv(GL_AMBIENT)");
759 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
760 checkGLcall("glMaterialfv(GL_DIFFUSE)");
761 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
762 checkGLcall("glMaterialfv(GL_EMISSION)");
765 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
767 unsigned int i;
769 /* Note the texture color applies to all textures whereas
770 * GL_TEXTURE_ENV_COLOR applies to active only
772 float col[4];
773 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
775 /* And now the default texture color as well */
776 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
778 /* Note the WINED3DRS value applies to all textures, but GL has one
779 * per texture, so apply it now ready to be used!
781 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
782 checkGLcall("glActiveTextureARB");
784 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
785 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
789 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
790 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
792 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
793 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
794 GL_EXTCALL(glActiveStencilFaceEXT(face));
795 checkGLcall("glActiveStencilFaceEXT(...)");
796 glStencilFunc(func, ref, mask);
797 checkGLcall("glStencilFunc(...)");
798 glStencilOp(stencilFail, depthFail, stencilPass);
799 checkGLcall("glStencilOp(...)");
802 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
804 const struct wined3d_gl_info *gl_info = context->gl_info;
805 DWORD onesided_enable = FALSE;
806 DWORD twosided_enable = FALSE;
807 GLint func = GL_ALWAYS;
808 GLint func_ccw = GL_ALWAYS;
809 GLint ref = 0;
810 GLuint mask = 0;
811 GLint stencilFail = GL_KEEP;
812 GLint depthFail = GL_KEEP;
813 GLint stencilPass = GL_KEEP;
814 GLint stencilFail_ccw = GL_KEEP;
815 GLint depthFail_ccw = GL_KEEP;
816 GLint stencilPass_ccw = GL_KEEP;
818 /* No stencil test without a stencil buffer. */
819 if (!stateblock->device->depth_stencil)
821 glDisable(GL_STENCIL_TEST);
822 checkGLcall("glDisable GL_STENCIL_TEST");
823 return;
826 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
827 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
828 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
829 func = GL_ALWAYS;
830 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
831 func_ccw = GL_ALWAYS;
832 ref = stateblock->renderState[WINED3DRS_STENCILREF];
833 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
834 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
835 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
836 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
837 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
838 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
839 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
841 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
842 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
843 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
844 onesided_enable, twosided_enable, ref, mask,
845 func, stencilFail, depthFail, stencilPass,
846 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
848 if (twosided_enable && onesided_enable) {
849 glEnable(GL_STENCIL_TEST);
850 checkGLcall("glEnable GL_STENCIL_TEST");
852 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
854 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
855 * which has an effect on the code below too. If we apply the front face
856 * afterwards, we are sure that the active stencil face is set to front,
857 * and other stencil functions which do not use two sided stencil do not have
858 * to set it back
860 renderstate_stencil_twosided(context, GL_BACK,
861 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
862 renderstate_stencil_twosided(context, GL_FRONT,
863 func, ref, mask, stencilFail, depthFail, stencilPass);
865 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
867 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
868 checkGLcall("glStencilFuncSeparateATI(...)");
869 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
870 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
871 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
872 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
873 } else {
874 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
877 else if(onesided_enable)
879 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
881 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
882 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
885 /* This code disables the ATI extension as well, since the standard stencil functions are equal
886 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
888 glEnable(GL_STENCIL_TEST);
889 checkGLcall("glEnable GL_STENCIL_TEST");
890 glStencilFunc(func, ref, mask);
891 checkGLcall("glStencilFunc(...)");
892 glStencilOp(stencilFail, depthFail, stencilPass);
893 checkGLcall("glStencilOp(...)");
894 } else {
895 glDisable(GL_STENCIL_TEST);
896 checkGLcall("glDisable GL_STENCIL_TEST");
900 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
902 DWORD mask = stateblock->device->depth_stencil ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
904 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
905 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
906 glStencilMask(mask);
907 checkGLcall("glStencilMask");
908 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
909 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
910 glStencilMask(mask);
913 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
915 DWORD mask = stateblock->device->depth_stencil ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
917 glStencilMask(mask);
918 checkGLcall("glStencilMask");
921 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
924 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
926 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
928 /* Table fog on: Never use fog coords, and use per-fragment fog */
929 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
930 glHint(GL_FOG_HINT, GL_NICEST);
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;
936 return;
939 /* Otherwise use per-vertex fog in any case */
940 glHint(GL_FOG_HINT, GL_FASTEST);
942 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
943 /* No fog at all, or transformed vertices: Use fog coord */
944 if(!context->fog_coord) {
945 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
946 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
947 context->fog_coord = TRUE;
949 } else {
950 /* Otherwise, use the fragment depth */
951 if(context->fog_coord) {
952 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
953 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
954 context->fog_coord = FALSE;
959 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
961 float fogstart, fogend;
962 union {
963 DWORD d;
964 float f;
965 } tmpvalue;
967 switch(context->fog_source) {
968 case FOGSOURCE_VS:
969 fogstart = 1.0f;
970 fogend = 0.0f;
971 break;
973 case FOGSOURCE_COORD:
974 fogstart = 255.0f;
975 fogend = 0.0f;
976 break;
978 case FOGSOURCE_FFP:
979 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
980 fogstart = tmpvalue.f;
981 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
982 fogend = tmpvalue.f;
983 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
984 if(fogstart == fogend) {
985 fogstart = -1.0f / 0.0f;
986 fogend = 0.0f;
988 break;
990 default:
991 /* This should not happen.context->fog_source is set in wined3d, not the app.
992 * Still this is needed to make the compiler happy
994 ERR("Unexpected fog coordinate source\n");
995 fogstart = 0.0f;
996 fogend = 0.0f;
999 glFogf(GL_FOG_START, fogstart);
1000 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1001 TRACE("Fog Start == %f\n", fogstart);
1003 glFogf(GL_FOG_END, fogend);
1004 checkGLcall("glFogf(GL_FOG_END, fogend)");
1005 TRACE("Fog End == %f\n", fogend);
1008 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1010 enum fogsource new_source;
1012 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1014 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
1015 /* No fog? Disable it, and we're done :-) */
1016 glDisableWINE(GL_FOG);
1017 checkGLcall("glDisable GL_FOG");
1018 return;
1021 /* Fog Rules:
1023 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1024 * It can use the Z value of the vertex, or the alpha component of the specular color.
1025 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1026 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1027 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1029 * FOGTABLEMODE != NONE:
1030 * The Z value is used, with the equation specified, no matter what vertex type.
1032 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1033 * Per vertex fog is calculated using the specified fog equation and the parameters
1035 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1036 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1037 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1040 * Rules for vertex fog with shaders:
1042 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1043 * the fog computation to happen during transformation while openGL expects it to happen
1044 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1045 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1046 * To solve this problem, WineD3D does:
1047 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1048 * shader,
1049 * and 2) disables the fog computation (in either the fixed function or programmable
1050 * rasterizer) if using a vertex program.
1052 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1053 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1054 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1055 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1056 * There are some GL differences between specular fog coords and vertex shaders though.
1058 * With table fog the vertex shader fog coordinate is ignored.
1060 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1061 * without shaders).
1064 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1065 * the system will apply only pixel(=table) fog effects."
1067 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1068 if(use_vs(stateblock)) {
1069 glFogi(GL_FOG_MODE, GL_LINEAR);
1070 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1071 new_source = FOGSOURCE_VS;
1072 } else {
1073 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1074 /* If processed vertices are used, fall through to the NONE case */
1075 case WINED3DFOG_EXP:
1076 if(!context->last_was_rhw) {
1077 glFogi(GL_FOG_MODE, GL_EXP);
1078 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1079 new_source = FOGSOURCE_FFP;
1080 break;
1082 /* drop through */
1084 case WINED3DFOG_EXP2:
1085 if(!context->last_was_rhw) {
1086 glFogi(GL_FOG_MODE, GL_EXP2);
1087 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1088 new_source = FOGSOURCE_FFP;
1089 break;
1091 /* drop through */
1093 case WINED3DFOG_LINEAR:
1094 if(!context->last_was_rhw) {
1095 glFogi(GL_FOG_MODE, GL_LINEAR);
1096 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1097 new_source = FOGSOURCE_FFP;
1098 break;
1100 /* drop through */
1102 case WINED3DFOG_NONE:
1103 /* Both are none? According to msdn the alpha channel of the specular
1104 * color contains a fog factor. Set it in drawStridedSlow.
1105 * Same happens with Vertexfog on transformed vertices
1107 new_source = FOGSOURCE_COORD;
1108 glFogi(GL_FOG_MODE, GL_LINEAR);
1109 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1110 break;
1112 default:
1113 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1114 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1117 } else {
1118 new_source = FOGSOURCE_FFP;
1120 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1121 case WINED3DFOG_EXP:
1122 glFogi(GL_FOG_MODE, GL_EXP);
1123 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1124 break;
1126 case WINED3DFOG_EXP2:
1127 glFogi(GL_FOG_MODE, GL_EXP2);
1128 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1129 break;
1131 case WINED3DFOG_LINEAR:
1132 glFogi(GL_FOG_MODE, GL_LINEAR);
1133 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1134 break;
1136 case WINED3DFOG_NONE: /* Won't happen */
1137 default:
1138 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1142 glEnableWINE(GL_FOG);
1143 checkGLcall("glEnable GL_FOG");
1144 if(new_source != context->fog_source) {
1145 context->fog_source = new_source;
1146 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1150 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1152 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1153 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1157 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1159 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1160 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1161 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1162 } else {
1163 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1164 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1168 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1170 float col[4];
1171 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1172 glFogfv(GL_FOG_COLOR, &col[0]);
1173 checkGLcall("glFog GL_FOG_COLOR");
1176 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1178 union {
1179 DWORD d;
1180 float f;
1181 } tmpvalue;
1182 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1183 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1184 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1187 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1189 IWineD3DDeviceImpl *device = stateblock->device;
1190 GLenum Parm = 0;
1192 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1193 * The vertex declaration will call this function if the fixed function pipeline is used.
1196 if(isStateDirty(context, STATE_VDECL)) {
1197 return;
1200 context->num_untracked_materials = 0;
1201 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1202 && stateblock->renderState[WINED3DRS_COLORVERTEX])
1204 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1205 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1206 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1207 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1208 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1210 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1211 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1212 Parm = GL_AMBIENT_AND_DIFFUSE;
1213 } else {
1214 Parm = GL_DIFFUSE;
1216 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1217 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1218 context->num_untracked_materials++;
1220 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1221 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1222 context->num_untracked_materials++;
1224 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1225 Parm = GL_AMBIENT;
1226 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1227 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1228 context->num_untracked_materials++;
1230 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1231 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1232 context->num_untracked_materials++;
1234 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1235 Parm = GL_EMISSION;
1236 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1237 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1238 context->num_untracked_materials++;
1240 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1241 Parm = GL_SPECULAR;
1245 /* Nothing changed, return. */
1246 if (Parm == context->tracking_parm) return;
1248 if(!Parm) {
1249 glDisable(GL_COLOR_MATERIAL);
1250 checkGLcall("glDisable GL_COLOR_MATERIAL");
1251 } else {
1252 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1253 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1254 glEnable(GL_COLOR_MATERIAL);
1255 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1258 /* Apparently calls to glMaterialfv are ignored for properties we're
1259 * tracking with glColorMaterial, so apply those here. */
1260 switch (context->tracking_parm) {
1261 case GL_AMBIENT_AND_DIFFUSE:
1262 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1263 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1264 checkGLcall("glMaterialfv");
1265 break;
1267 case GL_DIFFUSE:
1268 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1269 checkGLcall("glMaterialfv");
1270 break;
1272 case GL_AMBIENT:
1273 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1274 checkGLcall("glMaterialfv");
1275 break;
1277 case GL_EMISSION:
1278 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1279 checkGLcall("glMaterialfv");
1280 break;
1282 case GL_SPECULAR:
1283 /* Only change material color if specular is enabled, otherwise it is set to black */
1284 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1285 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1286 checkGLcall("glMaterialfv");
1287 } else {
1288 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1289 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1290 checkGLcall("glMaterialfv");
1292 break;
1295 context->tracking_parm = Parm;
1298 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1300 union {
1301 DWORD d;
1302 WINED3DLINEPATTERN lp;
1303 } tmppattern;
1304 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1306 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1308 if (tmppattern.lp.wRepeatFactor) {
1309 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1310 checkGLcall("glLineStipple(repeat, linepattern)");
1311 glEnable(GL_LINE_STIPPLE);
1312 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1313 } else {
1314 glDisable(GL_LINE_STIPPLE);
1315 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1319 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1321 union {
1322 DWORD d;
1323 float f;
1324 } tmpvalue;
1326 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1327 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1328 TRACE("ZBias value %f\n", tmpvalue.f);
1329 glPolygonOffset(0, -tmpvalue.f);
1330 checkGLcall("glPolygonOffset(0, -Value)");
1331 glEnable(GL_POLYGON_OFFSET_FILL);
1332 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1333 glEnable(GL_POLYGON_OFFSET_LINE);
1334 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1335 glEnable(GL_POLYGON_OFFSET_POINT);
1336 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1337 } else {
1338 glDisable(GL_POLYGON_OFFSET_FILL);
1339 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1340 glDisable(GL_POLYGON_OFFSET_LINE);
1341 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1342 glDisable(GL_POLYGON_OFFSET_POINT);
1343 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1348 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1350 if(isStateDirty(context, STATE_VDECL)) {
1351 return;
1353 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1354 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1355 * by zero and is not properly defined in opengl, so avoid it
1357 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1358 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1360 glEnable(GL_NORMALIZE);
1361 checkGLcall("glEnable(GL_NORMALIZE);");
1362 } else {
1363 glDisable(GL_NORMALIZE);
1364 checkGLcall("glDisable(GL_NORMALIZE);");
1368 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1370 union {
1371 DWORD d;
1372 float f;
1373 } tmpvalue;
1375 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1376 if (tmpvalue.f != 1.0f)
1378 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1380 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1381 if (tmpvalue.f != 64.0f)
1383 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1388 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1390 union {
1391 DWORD d;
1392 float f;
1393 } min, max;
1395 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1396 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1398 /* Max point size trumps min point size */
1399 if(min.f > max.f) {
1400 min.f = max.f;
1403 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1404 checkGLcall("glPointParameterfEXT(...)");
1405 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1406 checkGLcall("glPointParameterfEXT(...)");
1409 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1411 union {
1412 DWORD d;
1413 float f;
1414 } min, max;
1416 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1417 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1419 /* Max point size trumps min point size */
1420 if(min.f > max.f) {
1421 min.f = max.f;
1424 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1425 checkGLcall("glPointParameterfARB(...)");
1426 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1427 checkGLcall("glPointParameterfARB(...)");
1430 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1432 const struct wined3d_gl_info *gl_info = context->gl_info;
1433 /* TODO: Group this with the viewport */
1435 * POINTSCALEENABLE controls how point size value is treated. If set to
1436 * true, the point size is scaled with respect to height of viewport.
1437 * When set to false point size is in pixels.
1440 /* Default values */
1441 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1442 union {
1443 DWORD d;
1444 float f;
1445 } pointSize, A, B, C;
1447 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1448 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1449 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1450 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1452 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1453 GLfloat scaleFactor;
1454 float h = stateblock->viewport.Height;
1456 if (pointSize.f < gl_info->limits.pointsize_min)
1458 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1459 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1460 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1461 * are less than 1.0f. scale_factor = 1.0f / point_size.
1463 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1464 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1465 * is 1.0, but then accepts points below that and draws too small points
1467 pointSize.f = gl_info->limits.pointsize_min;
1469 else if(pointSize.f > gl_info->limits.pointsize_max)
1471 /* gl already scales the input to glPointSize,
1472 * d3d scales the result after the point size scale.
1473 * If the point size is bigger than the max size, use the
1474 * scaling to scale it bigger, and set the gl point size to max
1476 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1477 TRACE("scale: %f\n", scaleFactor);
1478 pointSize.f = gl_info->limits.pointsize_max;
1479 } else {
1480 scaleFactor = 1.0f;
1482 scaleFactor = pow(h * scaleFactor, 2);
1484 att[0] = A.f / scaleFactor;
1485 att[1] = B.f / scaleFactor;
1486 att[2] = C.f / scaleFactor;
1489 if (gl_info->supported[ARB_POINT_PARAMETERS])
1491 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1492 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1494 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1496 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1497 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1498 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1499 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1502 glPointSize(pointSize.f);
1503 checkGLcall("glPointSize(...);");
1506 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1508 WARN("token: %#x\n", stateblock->renderState[WINED3DRS_DEBUGMONITORTOKEN]);
1511 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1513 DWORD mask0 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1514 DWORD mask1 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE1];
1515 DWORD mask2 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE2];
1516 DWORD mask3 = stateblock->renderState[WINED3DRS_COLORWRITEENABLE3];
1518 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1519 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1520 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1521 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1522 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1523 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1524 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1525 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1526 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1527 checkGLcall("glColorMask(...)");
1529 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1530 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1532 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1533 mask0, mask1, mask2, mask3);
1534 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1538 static void set_color_mask(struct wined3d_context *context, UINT index, DWORD mask)
1540 GL_EXTCALL(glColorMaskIndexedEXT(index,
1541 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1542 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1543 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1544 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1547 static void state_colorwrite0(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1549 set_color_mask(context, 0, stateblock->renderState[WINED3DRS_COLORWRITEENABLE]);
1552 static void state_colorwrite1(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1554 set_color_mask(context, 1, stateblock->renderState[WINED3DRS_COLORWRITEENABLE1]);
1557 static void state_colorwrite2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1559 set_color_mask(context, 2, stateblock->renderState[WINED3DRS_COLORWRITEENABLE2]);
1562 static void state_colorwrite3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1564 set_color_mask(context, 3, stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1567 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1569 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1570 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1571 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1572 } else {
1573 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1574 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1578 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1580 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1581 TRACE("Last Pixel Drawing Enabled\n");
1582 } else {
1583 static BOOL warned;
1584 if (!warned) {
1585 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1586 warned = TRUE;
1587 } else {
1588 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1593 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1595 static BOOL warned;
1597 /* TODO: NV_POINT_SPRITE */
1598 if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1599 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1600 FIXME("Point sprites not supported\n");
1601 warned = TRUE;
1605 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1607 const struct wined3d_gl_info *gl_info = context->gl_info;
1609 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE])
1611 static BOOL warned;
1613 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1615 if (use_ps(stateblock) || stateblock->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1617 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1618 warned = TRUE;
1622 glEnable(GL_POINT_SPRITE_ARB);
1623 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1624 } else {
1625 glDisable(GL_POINT_SPRITE_ARB);
1626 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1630 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1633 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1634 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1635 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1636 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1638 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1640 TRACE("Stub\n");
1641 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1642 stateblock->renderState[WINED3DRS_WRAP1] ||
1643 stateblock->renderState[WINED3DRS_WRAP2] ||
1644 stateblock->renderState[WINED3DRS_WRAP3] ||
1645 stateblock->renderState[WINED3DRS_WRAP4] ||
1646 stateblock->renderState[WINED3DRS_WRAP5] ||
1647 stateblock->renderState[WINED3DRS_WRAP6] ||
1648 stateblock->renderState[WINED3DRS_WRAP7] ||
1649 stateblock->renderState[WINED3DRS_WRAP8] ||
1650 stateblock->renderState[WINED3DRS_WRAP9] ||
1651 stateblock->renderState[WINED3DRS_WRAP10] ||
1652 stateblock->renderState[WINED3DRS_WRAP11] ||
1653 stateblock->renderState[WINED3DRS_WRAP12] ||
1654 stateblock->renderState[WINED3DRS_WRAP13] ||
1655 stateblock->renderState[WINED3DRS_WRAP14] ||
1656 stateblock->renderState[WINED3DRS_WRAP15] ) {
1657 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported\n");
1661 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1663 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1664 WARN("Multisample antialiasing not supported by gl\n");
1668 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1670 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1671 glEnable(GL_MULTISAMPLE_ARB);
1672 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1673 } else {
1674 glDisable(GL_MULTISAMPLE_ARB);
1675 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1679 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1681 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1682 glEnable(GL_SCISSOR_TEST);
1683 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1684 } else {
1685 glDisable(GL_SCISSOR_TEST);
1686 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1690 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1691 * OpenGL the bias is specified in units of "the smallest value that is
1692 * guaranteed to produce a resolvable offset for a given implementation". To
1693 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1694 * There's no practical way to retrieve that value from a given GL
1695 * implementation, but the D3D application has essentially the same problem,
1696 * which makes a guess of 1e-6f seem reasonable here. Note that
1697 * SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
1698 * need to be scaled. */
1699 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1701 if (stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]
1702 || stateblock->renderState[WINED3DRS_DEPTHBIAS])
1704 union
1706 DWORD d;
1707 float f;
1708 } scale_bias, const_bias;
1710 scale_bias.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1711 const_bias.d = stateblock->renderState[WINED3DRS_DEPTHBIAS];
1713 glEnable(GL_POLYGON_OFFSET_FILL);
1714 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1716 glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
1717 checkGLcall("glPolygonOffset(...)");
1718 } else {
1719 glDisable(GL_POLYGON_OFFSET_FILL);
1720 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1724 static void state_zvisible(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1726 if (stateblock->renderState[WINED3DRS_ZVISIBLE])
1727 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1730 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1732 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1733 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1734 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1735 } else {
1736 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1737 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1741 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1743 TRACE("Stub\n");
1744 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1745 FIXME(" Stippled Alpha not supported yet.\n");
1748 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1750 TRACE("Stub\n");
1751 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1752 FIXME(" Antialias not supported yet.\n");
1755 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1757 TRACE("Stub\n");
1758 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1759 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1762 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1764 TRACE("Stub\n");
1765 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1766 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1769 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1771 union {
1772 DWORD d;
1773 float f;
1774 } tmpvalue;
1775 tmpvalue.f = 1.0f;
1777 TRACE("Stub\n");
1778 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1780 static BOOL displayed = FALSE;
1782 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1783 if(!displayed)
1784 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1786 displayed = TRUE;
1790 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1792 TRACE("Stub\n");
1793 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1794 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1797 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1799 TRACE("Stub\n");
1800 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1801 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1804 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1806 TRACE("Stub\n");
1807 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1808 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1811 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1813 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1814 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1818 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1820 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1821 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1825 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1827 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1828 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1832 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1834 if(stateblock->renderState[WINED3DRS_ROP2]) {
1835 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1839 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1841 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1842 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1846 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1848 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1849 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1853 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1855 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1856 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1860 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1862 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1863 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1867 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1869 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1870 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1874 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1876 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1877 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1881 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1883 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1884 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1888 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1890 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1891 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1895 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1897 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1898 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1902 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1904 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1905 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1909 static void state_swvp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1911 if (stateblock->renderState[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1913 FIXME("Software vertex processing not implemented.\n");
1917 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1918 #if defined (GL_VERSION_1_3)
1919 # define useext(A) A
1920 #elif defined (GL_EXT_texture_env_combine)
1921 # define useext(A) A##_EXT
1922 #elif defined (GL_ARB_texture_env_combine)
1923 # define useext(A) A##_ARB
1924 #endif
1926 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1927 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1928 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1929 * flag specifies the complement of the input should be used. */
1930 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1931 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1933 /* Calculate the operand */
1934 if (complement) {
1935 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1936 else *operand = GL_ONE_MINUS_SRC_COLOR;
1937 } else {
1938 if (from_alpha) *operand = GL_SRC_ALPHA;
1939 else *operand = GL_SRC_COLOR;
1942 /* Calculate the source */
1943 switch (arg & WINED3DTA_SELECTMASK) {
1944 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1945 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1946 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1947 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1948 case WINED3DTA_SPECULAR:
1950 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1951 * 'Secondary color' and isn't supported until base GL supports it
1952 * There is no concept of temp registers as far as I can tell
1954 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1955 *source = GL_TEXTURE;
1956 break;
1957 default:
1958 FIXME("Unrecognized texture arg %#x\n", arg);
1959 *source = GL_TEXTURE;
1960 break;
1964 /* Setup the texture operations texture stage states */
1965 static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
1966 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1968 const struct wined3d_gl_info *gl_info = context->gl_info;
1969 GLenum src1, src2, src3;
1970 GLenum opr1, opr2, opr3;
1971 GLenum comb_target;
1972 GLenum src0_target, src1_target, src2_target;
1973 GLenum opr0_target, opr1_target, opr2_target;
1974 GLenum scal_target;
1975 GLenum opr=0, invopr, src3_target, opr3_target;
1976 BOOL Handled = FALSE;
1977 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1979 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1981 /* This is called by a state handler which has the gl lock held and a context for the thread */
1983 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1984 the form (a1 <operation> a2). However, some of the more complex operations
1985 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1986 in a third parameter called a0. Therefore these are operations of the form
1987 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1989 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1990 functions below, expect their syntax to differ slightly to those listed in the
1991 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1992 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1994 if (isAlpha) {
1995 comb_target = useext(GL_COMBINE_ALPHA);
1996 src0_target = useext(GL_SOURCE0_ALPHA);
1997 src1_target = useext(GL_SOURCE1_ALPHA);
1998 src2_target = useext(GL_SOURCE2_ALPHA);
1999 opr0_target = useext(GL_OPERAND0_ALPHA);
2000 opr1_target = useext(GL_OPERAND1_ALPHA);
2001 opr2_target = useext(GL_OPERAND2_ALPHA);
2002 scal_target = GL_ALPHA_SCALE;
2004 else {
2005 comb_target = useext(GL_COMBINE_RGB);
2006 src0_target = useext(GL_SOURCE0_RGB);
2007 src1_target = useext(GL_SOURCE1_RGB);
2008 src2_target = useext(GL_SOURCE2_RGB);
2009 opr0_target = useext(GL_OPERAND0_RGB);
2010 opr1_target = useext(GL_OPERAND1_RGB);
2011 opr2_target = useext(GL_OPERAND2_RGB);
2012 scal_target = useext(GL_RGB_SCALE);
2015 /* If a texture stage references an invalid texture unit the stage just
2016 * passes through the result from the previous stage */
2017 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
2018 arg1 = WINED3DTA_CURRENT;
2019 op = WINED3DTOP_SELECTARG1;
2022 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
2023 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2024 } else {
2025 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2027 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2028 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2030 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2032 Handled = TRUE; /* Assume will be handled */
2034 /* Other texture operations require special extensions: */
2035 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2037 if (isAlpha) {
2038 opr = GL_SRC_ALPHA;
2039 invopr = GL_ONE_MINUS_SRC_ALPHA;
2040 src3_target = GL_SOURCE3_ALPHA_NV;
2041 opr3_target = GL_OPERAND3_ALPHA_NV;
2042 } else {
2043 opr = GL_SRC_COLOR;
2044 invopr = GL_ONE_MINUS_SRC_COLOR;
2045 src3_target = GL_SOURCE3_RGB_NV;
2046 opr3_target = GL_OPERAND3_RGB_NV;
2048 switch (op) {
2049 case WINED3DTOP_DISABLE: /* Only for alpha */
2050 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2051 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2052 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2053 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2054 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2055 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2056 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2057 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2058 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2059 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2060 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2061 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2062 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2063 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2064 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2065 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2066 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2067 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2068 break;
2069 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2070 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2071 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2072 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2073 if (op == WINED3DTOP_SELECTARG1) {
2074 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2075 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2076 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2077 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2078 } else {
2079 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2080 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2081 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2082 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2084 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2085 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2086 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2087 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2088 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2089 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2090 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2091 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2092 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2093 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2094 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2095 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2096 break;
2098 case WINED3DTOP_MODULATE:
2099 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2100 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2101 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2102 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2103 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2104 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2105 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2106 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2107 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2108 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2109 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2110 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2111 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2112 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2113 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2114 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2115 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2116 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2117 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2118 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2119 break;
2120 case WINED3DTOP_MODULATE2X:
2121 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2122 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2123 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2124 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2125 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2126 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2127 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2128 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2129 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2130 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2131 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2132 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2133 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2134 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2135 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2136 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2137 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2138 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2139 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2140 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2141 break;
2142 case WINED3DTOP_MODULATE4X:
2143 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2144 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2145 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2146 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2147 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2148 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2149 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2150 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2151 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2152 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2153 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2154 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2155 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2156 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2157 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2158 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2159 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2160 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2161 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2162 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2163 break;
2165 case WINED3DTOP_ADD:
2166 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2167 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2168 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2169 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2170 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2171 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2172 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2173 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2174 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2175 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2176 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2177 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2178 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2179 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2180 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2181 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2182 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2183 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2184 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2185 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2186 break;
2188 case WINED3DTOP_ADDSIGNED:
2189 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2190 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2191 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2192 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2193 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2194 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2195 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2196 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2197 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2198 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2199 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2200 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2201 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2202 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2203 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2204 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2205 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2206 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2207 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2208 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2209 break;
2211 case WINED3DTOP_ADDSIGNED2X:
2212 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2213 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2214 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2215 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2216 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2217 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2218 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2219 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2220 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2221 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2222 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2223 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2224 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2225 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2226 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2227 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2228 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2229 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2230 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2231 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2232 break;
2234 case WINED3DTOP_ADDSMOOTH:
2235 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2236 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2237 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2238 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2239 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2240 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2241 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2242 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2243 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2244 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2245 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2246 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2247 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2248 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2249 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2250 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2251 switch (opr1) {
2252 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2253 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2254 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2255 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2257 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2258 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2259 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2260 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2261 break;
2263 case WINED3DTOP_BLENDDIFFUSEALPHA:
2264 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2265 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2266 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2267 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2268 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2269 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2270 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2271 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2272 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2273 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2274 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2275 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2276 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2277 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2278 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2279 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2280 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2281 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2282 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2283 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2284 break;
2285 case WINED3DTOP_BLENDTEXTUREALPHA:
2286 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2287 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2288 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2289 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2290 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2291 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2292 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2293 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2294 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2295 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2296 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2297 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2298 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2299 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2300 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2301 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2302 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2303 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2304 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2305 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2306 break;
2307 case WINED3DTOP_BLENDFACTORALPHA:
2308 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2309 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2310 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2311 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2312 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2313 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2314 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2315 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2316 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2317 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2318 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2319 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2320 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2321 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2322 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2323 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2324 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2325 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2326 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2327 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2328 break;
2329 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2330 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2331 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2332 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2333 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2334 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2335 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2336 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2337 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2338 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2339 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2340 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2341 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2342 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2343 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2344 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2345 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2346 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2347 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2348 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2349 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2350 break;
2351 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2352 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2353 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2354 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2355 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2356 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2357 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2358 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2359 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2360 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2361 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2362 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2363 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2364 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2365 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2366 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2367 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2368 switch (opr) {
2369 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2370 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2372 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2373 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2374 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2375 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2376 break;
2377 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2378 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2379 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2380 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2381 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2382 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2383 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2384 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2385 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2386 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2387 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2388 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2389 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2390 switch (opr1) {
2391 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2392 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2394 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2395 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2396 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2397 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2398 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2399 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2400 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2401 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2402 break;
2403 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2404 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2405 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2406 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2407 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2408 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2409 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2410 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2411 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2412 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2413 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2414 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2415 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2416 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2417 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2418 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2419 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2420 switch (opr1) {
2421 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2422 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2423 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2424 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2426 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2427 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2428 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2429 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2430 break;
2431 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2432 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2433 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2434 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2435 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2436 switch (opr1) {
2437 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2438 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2439 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2440 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2442 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2443 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2444 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2445 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2446 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2447 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2448 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2449 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2450 switch (opr1) {
2451 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2452 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2454 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2455 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2456 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2457 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2458 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2459 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2460 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2461 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2462 break;
2463 case WINED3DTOP_MULTIPLYADD:
2464 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2465 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2466 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2467 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2468 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2469 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2470 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2471 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2472 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2473 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2474 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2475 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2476 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2477 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2478 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2479 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2480 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2481 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2482 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2483 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2484 break;
2486 case WINED3DTOP_BUMPENVMAP:
2490 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2491 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2493 default:
2494 Handled = FALSE;
2496 if (Handled) {
2497 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2498 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2500 return;
2502 } /* GL_NV_texture_env_combine4 */
2504 Handled = TRUE; /* Again, assume handled */
2505 switch (op) {
2506 case WINED3DTOP_DISABLE: /* Only for alpha */
2507 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2508 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2509 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2510 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2511 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2512 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2513 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2514 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2515 break;
2516 case WINED3DTOP_SELECTARG1:
2517 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2518 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2519 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2520 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2521 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2522 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2523 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2524 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2525 break;
2526 case WINED3DTOP_SELECTARG2:
2527 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2528 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2529 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2530 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2531 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2532 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2533 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2534 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2535 break;
2536 case WINED3DTOP_MODULATE:
2537 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2538 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2539 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2540 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2541 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2542 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2543 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2544 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2545 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2546 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2547 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2548 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2549 break;
2550 case WINED3DTOP_MODULATE2X:
2551 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2552 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2553 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2554 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2555 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2556 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2557 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2558 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2559 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2560 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2561 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2562 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2563 break;
2564 case WINED3DTOP_MODULATE4X:
2565 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2566 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2567 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2568 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2569 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2570 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2571 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2572 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2573 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2574 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2575 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2576 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2577 break;
2578 case WINED3DTOP_ADD:
2579 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2580 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2581 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2582 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2583 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2584 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2585 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2586 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2587 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2588 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2589 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2590 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2591 break;
2592 case WINED3DTOP_ADDSIGNED:
2593 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2594 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2595 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2596 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2597 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2598 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2599 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2600 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2601 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2602 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2603 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2604 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2605 break;
2606 case WINED3DTOP_ADDSIGNED2X:
2607 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2608 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2609 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2610 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2611 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2612 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2613 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2614 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2615 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2616 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2617 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2618 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2619 break;
2620 case WINED3DTOP_SUBTRACT:
2621 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2623 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2624 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2625 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2626 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2627 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2628 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2629 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2630 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2631 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2632 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2633 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2634 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2635 } else {
2636 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2638 break;
2640 case WINED3DTOP_BLENDDIFFUSEALPHA:
2641 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2642 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2643 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2644 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2645 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2646 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2647 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2648 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2649 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2650 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2651 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2652 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2653 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2654 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2655 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2656 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2657 break;
2658 case WINED3DTOP_BLENDTEXTUREALPHA:
2659 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2660 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2661 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2662 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2663 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2664 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2665 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2666 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2667 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2668 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2669 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2670 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2671 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2672 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2673 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2674 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2675 break;
2676 case WINED3DTOP_BLENDFACTORALPHA:
2677 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2678 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2679 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2680 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2681 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2682 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2683 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2684 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2685 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2686 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2687 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2688 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2689 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2690 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2691 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2692 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2693 break;
2694 case WINED3DTOP_BLENDCURRENTALPHA:
2695 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2696 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2697 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2698 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2699 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2700 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2701 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2702 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2703 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2704 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2705 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2706 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2707 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2708 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2709 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2710 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2711 break;
2712 case WINED3DTOP_DOTPRODUCT3:
2713 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2715 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2716 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2718 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2720 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2721 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2722 } else {
2723 FIXME("This version of opengl does not support GL_DOT3\n");
2725 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2726 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2727 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2728 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2729 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2730 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2731 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2732 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2733 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2734 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2735 break;
2736 case WINED3DTOP_LERP:
2737 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2738 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2739 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2740 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2741 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2742 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2743 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2744 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2745 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2746 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2747 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2748 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2749 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2750 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2751 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2752 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2753 break;
2754 case WINED3DTOP_ADDSMOOTH:
2755 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2757 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2758 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2759 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2760 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2761 switch (opr1) {
2762 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2763 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2764 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2765 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2767 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2768 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2769 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2770 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2771 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2772 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2773 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2774 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2775 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2776 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2777 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2778 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2779 } else
2780 Handled = FALSE;
2781 break;
2782 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2783 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2785 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2786 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2787 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2788 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2789 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2790 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2791 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2792 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2793 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2794 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2795 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2796 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2797 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2798 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2799 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2800 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2801 } else
2802 Handled = FALSE;
2803 break;
2804 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2805 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2807 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2808 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2809 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2810 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2811 switch (opr1) {
2812 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2813 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2814 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2815 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2817 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2818 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2819 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2820 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2821 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2822 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2823 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2824 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2825 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2826 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2827 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2828 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2829 } else
2830 Handled = FALSE;
2831 break;
2832 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2833 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2835 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2836 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2837 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2838 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2839 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2840 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2841 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2842 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2843 switch (opr1) {
2844 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2845 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2846 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2847 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2849 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2850 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2851 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2852 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2853 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2854 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2855 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2856 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2857 } else
2858 Handled = FALSE;
2859 break;
2860 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2861 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2863 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2864 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2865 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2866 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2867 switch (opr1) {
2868 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2869 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2870 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2871 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2873 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2874 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2875 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2876 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2877 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2878 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2879 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2880 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2881 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2882 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2883 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2884 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2885 } else
2886 Handled = FALSE;
2887 break;
2888 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2889 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2891 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2892 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2893 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2894 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2895 switch (opr1) {
2896 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2897 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2898 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2899 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2901 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2902 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2903 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2904 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2905 switch (opr1) {
2906 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2907 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2908 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2909 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2911 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2912 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2913 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2914 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2915 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2916 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2917 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2918 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2919 } else
2920 Handled = FALSE;
2921 break;
2922 case WINED3DTOP_MULTIPLYADD:
2923 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2925 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2926 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2927 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2928 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2929 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2930 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2931 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2932 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2933 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2934 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2935 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2936 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2937 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2938 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2939 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2940 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2941 } else
2942 Handled = FALSE;
2943 break;
2944 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2945 case WINED3DTOP_BUMPENVMAP:
2946 if (gl_info->supported[NV_TEXTURE_SHADER2])
2948 /* Technically texture shader support without register combiners is possible, but not expected to occur
2949 * on real world cards, so for now a fixme should be enough
2951 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2953 default:
2954 Handled = FALSE;
2957 if (Handled) {
2958 BOOL combineOK = TRUE;
2959 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2961 DWORD op2;
2963 if (isAlpha) {
2964 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2965 } else {
2966 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2969 /* Note: If COMBINE4 in effect can't go back to combine! */
2970 switch (op2) {
2971 case WINED3DTOP_ADDSMOOTH:
2972 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2973 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2974 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2975 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2976 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2977 case WINED3DTOP_MULTIPLYADD:
2978 /* Ignore those implemented in both cases */
2979 switch (op) {
2980 case WINED3DTOP_SELECTARG1:
2981 case WINED3DTOP_SELECTARG2:
2982 combineOK = FALSE;
2983 Handled = FALSE;
2984 break;
2985 default:
2986 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2987 return;
2992 if (combineOK) {
2993 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2994 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2996 return;
3000 /* After all the extensions, if still unhandled, report fixme */
3001 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3005 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3007 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3008 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3009 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3010 const struct wined3d_gl_info *gl_info = context->gl_info;
3012 TRACE("Setting color op for stage %d\n", stage);
3014 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3015 if (use_ps(stateblock)) return;
3017 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3019 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3021 if (tex_used && mapped_stage >= gl_info->limits.textures)
3023 FIXME("Attempt to enable unsupported stage!\n");
3024 return;
3026 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3027 checkGLcall("glActiveTextureARB");
3030 if(stage >= stateblock->lowest_disabled_stage) {
3031 TRACE("Stage disabled\n");
3032 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3034 /* Disable everything here */
3035 glDisable(GL_TEXTURE_2D);
3036 checkGLcall("glDisable(GL_TEXTURE_2D)");
3037 glDisable(GL_TEXTURE_3D);
3038 checkGLcall("glDisable(GL_TEXTURE_3D)");
3039 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3041 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3042 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3044 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3046 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3047 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3050 /* All done */
3051 return;
3054 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3055 * if the sampler for this stage is dirty
3057 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
3058 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
3061 set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
3062 stateblock->textureState[stage][WINED3DTSS_COLOROP],
3063 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
3064 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
3065 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
3068 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3070 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3071 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3072 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3073 const struct wined3d_gl_info *gl_info = context->gl_info;
3074 DWORD op, arg1, arg2, arg0;
3076 TRACE("Setting alpha op for stage %d\n", stage);
3077 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3078 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3080 if (tex_used && mapped_stage >= gl_info->limits.textures)
3082 FIXME("Attempt to enable unsupported stage!\n");
3083 return;
3085 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3086 checkGLcall("glActiveTextureARB");
3089 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3090 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3091 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3092 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3094 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
3096 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
3098 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3100 IWineD3DSurfaceImpl *surf;
3102 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3104 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
3106 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3107 * properly. On the other hand applications can still use texture combiners apparently. This code
3108 * takes care that apps cannot remove the texture's alpha channel entirely.
3110 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3111 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3112 * and alpha component of diffuse color to draw things like translucent text and perform other
3113 * blending effects.
3115 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3116 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3117 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3118 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3119 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3120 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3121 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3122 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3123 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3124 * alpha.
3126 * What to do with multitexturing? So far no app has been found that uses color keying with
3127 * multitexturing */
3128 if (op == WINED3DTOP_DISABLE)
3130 arg1 = WINED3DTA_TEXTURE;
3131 op = WINED3DTOP_SELECTARG1;
3133 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3135 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3137 arg2 = WINED3DTA_TEXTURE;
3138 op = WINED3DTOP_MODULATE;
3140 else arg1 = WINED3DTA_TEXTURE;
3142 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3144 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3146 arg1 = WINED3DTA_TEXTURE;
3147 op = WINED3DTOP_MODULATE;
3149 else arg2 = WINED3DTA_TEXTURE;
3155 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3156 * this if block here, and the other code(color keying, texture unit selection) are the same
3158 TRACE("Setting alpha op for stage %d\n", stage);
3159 if (gl_info->supported[NV_REGISTER_COMBINERS])
3161 set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
3162 mapped_stage, stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3164 else
3166 set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
3170 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3172 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3173 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3174 BOOL generated;
3175 int coordIdx;
3177 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3178 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3180 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3181 return;
3184 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3185 if (mapped_stage >= context->gl_info->limits.textures) return;
3187 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3188 checkGLcall("glActiveTextureARB");
3189 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3190 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3192 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3193 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3194 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3195 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3196 : WINED3DFMT_UNKNOWN,
3197 stateblock->device->frag_pipe->ffp_proj_control);
3199 /* The sampler applying function calls us if this changes */
3200 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3202 if(generated) {
3203 FIXME("Non-power2 texture being used with generated texture coords\n");
3205 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3206 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3207 if (!use_ps(stateblock)) {
3208 TRACE("Non power two matrix multiply fixup\n");
3209 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3214 static void unloadTexCoords(const struct wined3d_context *context)
3216 unsigned int texture_idx;
3218 for (texture_idx = 0; texture_idx < context->gl_info->limits.texture_stages; ++texture_idx)
3220 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3221 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3225 static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
3226 const struct wined3d_stream_info *si, GLuint *curVBO)
3228 const struct wined3d_gl_info *gl_info = context->gl_info;
3229 const UINT *offset = stateblock->streamOffset;
3230 unsigned int mapped_stage = 0;
3231 unsigned int textureNo = 0;
3233 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3235 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3237 mapped_stage = stateblock->device->texUnitMap[textureNo];
3238 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3240 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3242 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3244 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3245 textureNo, mapped_stage, coordIdx, e->data);
3247 if (*curVBO != e->buffer_object)
3249 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3250 checkGLcall("glBindBufferARB");
3251 *curVBO = e->buffer_object;
3254 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3255 checkGLcall("glClientActiveTextureARB");
3257 /* The coords to supply depend completely on the fvf / vertex shader */
3258 glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3259 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3260 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3261 } else {
3262 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3265 if (gl_info->supported[NV_REGISTER_COMBINERS])
3267 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3268 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3270 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3274 checkGLcall("loadTexCoords");
3277 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3279 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3280 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3281 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3282 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3283 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3284 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3285 const struct wined3d_gl_info *gl_info = context->gl_info;
3287 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3289 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3290 return;
3293 if (mapped_stage >= gl_info->limits.fragment_samplers)
3295 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3296 return;
3298 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3299 checkGLcall("glActiveTextureARB");
3301 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3303 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3304 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3305 * means use the vertex position (camera-space) as the input texture coordinates
3306 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3307 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3308 * to the TEXCOORDINDEX value
3310 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3312 case WINED3DTSS_TCI_PASSTHRU:
3313 /* Use the specified texture coordinates contained within the
3314 * vertex format. This value resolves to zero. */
3315 glDisable(GL_TEXTURE_GEN_S);
3316 glDisable(GL_TEXTURE_GEN_T);
3317 glDisable(GL_TEXTURE_GEN_R);
3318 glDisable(GL_TEXTURE_GEN_Q);
3319 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3320 break;
3322 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3323 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3324 * as the input texture coordinates for this stage's texture transformation. This
3325 * equates roughly to EYE_LINEAR */
3327 glMatrixMode(GL_MODELVIEW);
3328 glPushMatrix();
3329 glLoadIdentity();
3330 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3331 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3332 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3333 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3334 glPopMatrix();
3335 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3337 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3338 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3339 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3340 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3342 glEnable(GL_TEXTURE_GEN_S);
3343 glEnable(GL_TEXTURE_GEN_T);
3344 glEnable(GL_TEXTURE_GEN_R);
3345 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3347 break;
3349 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3350 /* Note that NV_TEXGEN_REFLECTION support is implied when
3351 * ARB_TEXTURE_CUBE_MAP is supported */
3352 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3354 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3355 break;
3358 glMatrixMode(GL_MODELVIEW);
3359 glPushMatrix();
3360 glLoadIdentity();
3361 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3362 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3363 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3364 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3365 glPopMatrix();
3366 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3368 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3369 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3370 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3371 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3373 glEnable(GL_TEXTURE_GEN_S);
3374 glEnable(GL_TEXTURE_GEN_T);
3375 glEnable(GL_TEXTURE_GEN_R);
3376 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3378 break;
3380 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3381 /* Note that NV_TEXGEN_REFLECTION support is implied when
3382 * ARB_TEXTURE_CUBE_MAP is supported */
3383 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3385 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3386 break;
3389 glMatrixMode(GL_MODELVIEW);
3390 glPushMatrix();
3391 glLoadIdentity();
3392 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3393 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3394 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3395 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3396 glPopMatrix();
3397 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3399 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3400 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3401 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3402 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3404 glEnable(GL_TEXTURE_GEN_S);
3405 glEnable(GL_TEXTURE_GEN_T);
3406 glEnable(GL_TEXTURE_GEN_R);
3407 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3409 break;
3411 case WINED3DTSS_TCI_SPHEREMAP:
3412 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3413 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3414 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3416 glEnable(GL_TEXTURE_GEN_S);
3417 glEnable(GL_TEXTURE_GEN_T);
3418 glDisable(GL_TEXTURE_GEN_R);
3419 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3421 break;
3423 default:
3424 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3425 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3426 glDisable(GL_TEXTURE_GEN_S);
3427 glDisable(GL_TEXTURE_GEN_T);
3428 glDisable(GL_TEXTURE_GEN_R);
3429 glDisable(GL_TEXTURE_GEN_Q);
3430 checkGLcall("Disable texgen.");
3432 break;
3435 /* Update the texture matrix */
3436 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3437 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3440 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3441 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3442 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3443 * and do all the things linked to it
3444 * TODO: Tidy that up to reload only the arrays of the changed unit
3446 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3448 unloadTexCoords(context);
3449 loadTexCoords(context, stateblock, &stateblock->device->strided_streams, &curVBO);
3453 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3455 IWineD3DDeviceImpl *device = stateblock->device;
3457 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3458 * has an update pending
3460 if(isStateDirty(context, STATE_VDECL) ||
3461 isStateDirty(context, STATE_PIXELSHADER)) {
3462 return;
3465 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3468 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3470 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3472 if (stateblock->pixelShader && stage != 0
3473 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
3475 /* The pixel shader has to know the luminance scale. Do a constants update if it
3476 * isn't scheduled anyway
3478 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3479 !isStateDirty(context, STATE_PIXELSHADER)) {
3480 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3485 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3487 const DWORD sampler = state - STATE_SAMPLER(0);
3488 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3490 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3492 if(!texture) return;
3493 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3494 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3495 * scaling is reapplied or removed, the texture matrix has to be reapplied
3497 * The mapped stage is already active because the sampler() function below, which is part of the
3498 * misc pipeline
3500 if(sampler < MAX_TEXTURES) {
3501 const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3503 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3505 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3506 else context->lastWasPow2Texture &= ~(1 << sampler);
3507 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3508 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3513 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3515 DWORD sampler = state - STATE_SAMPLER(0);
3516 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3517 const struct wined3d_gl_info *gl_info = context->gl_info;
3518 union {
3519 float f;
3520 DWORD d;
3521 } tmpvalue;
3523 TRACE("Sampler: %d\n", sampler);
3524 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3525 * only has to bind textures and set the per texture states
3528 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3530 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3531 return;
3534 if (mapped_stage >= gl_info->limits.combined_samplers)
3536 return;
3538 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3539 checkGLcall("glActiveTextureARB");
3541 if(stateblock->textures[sampler]) {
3542 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3543 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3544 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3545 basetexture_apply_state_changes(stateblock->textures[sampler],
3546 stateblock->textureState[sampler], stateblock->samplerState[sampler], gl_info);
3548 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3550 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3551 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3552 GL_TEXTURE_LOD_BIAS_EXT,
3553 tmpvalue.f);
3554 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3557 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3559 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3560 /* If color keying is enabled update the alpha test, it depends on the existence
3561 * of a color key in stage 0
3563 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3567 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3568 if (!tex_impl->baseTexture.pow2Matrix_identity)
3570 IWineD3DDeviceImpl *d3ddevice = stateblock->device;
3571 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3572 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3575 else if (mapped_stage < gl_info->limits.textures)
3577 if(sampler < stateblock->lowest_disabled_stage) {
3578 /* TODO: What should I do with pixel shaders here ??? */
3579 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3580 /* If color keying is enabled update the alpha test, it depends on the existence
3581 * of a color key in stage 0
3583 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3585 } /* Otherwise tex_colorop disables the stage */
3586 glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
3587 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
3591 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3593 IWineD3DDeviceImpl *device = stateblock->device;
3594 BOOL use_pshader = use_ps(stateblock);
3595 BOOL use_vshader = use_vs(stateblock);
3596 int i;
3598 if (use_pshader) {
3599 if(!context->last_was_pshader) {
3600 /* Former draw without a pixel shader, some samplers
3601 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3602 * make sure to enable them
3604 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3605 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3606 sampler(STATE_SAMPLER(i), stateblock, context);
3609 context->last_was_pshader = TRUE;
3610 } else {
3611 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3612 * if a different texture was bound. I don't have to do anything.
3615 } else {
3616 /* Disabled the pixel shader - color ops weren't applied
3617 * while it was 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 stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3623 context->last_was_pshader = FALSE;
3626 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3627 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3629 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3630 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3635 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3637 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3638 if (stateblock->pixelShader && stage != 0
3639 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
3641 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3642 * anyway
3644 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3645 !isStateDirty(context, STATE_PIXELSHADER)) {
3646 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3651 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3653 /* This function is called by transform_view below if the view matrix was changed too
3655 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3656 * does not always update the world matrix, only on a switch between transformed
3657 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3658 * draw, but that should be rather rare and cheaper in total.
3660 glMatrixMode(GL_MODELVIEW);
3661 checkGLcall("glMatrixMode");
3663 if(context->last_was_rhw) {
3664 glLoadIdentity();
3665 checkGLcall("glLoadIdentity()");
3666 } else {
3667 /* In the general case, the view matrix is the identity matrix */
3668 if (stateblock->device->view_ident)
3670 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3671 checkGLcall("glLoadMatrixf");
3673 else
3675 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3676 checkGLcall("glLoadMatrixf");
3677 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3678 checkGLcall("glMultMatrixf");
3683 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3685 UINT index = state - STATE_CLIPPLANE(0);
3687 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3689 return;
3692 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3693 if(!use_vs(stateblock)) {
3694 glMatrixMode(GL_MODELVIEW);
3695 glPushMatrix();
3696 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3697 } else {
3698 /* with vertex shaders, clip planes are not transformed in direct3d,
3699 * in OpenGL they are still transformed by the model view.
3700 * Use this to swap the y coordinate if necessary
3702 glMatrixMode(GL_MODELVIEW);
3703 glPushMatrix();
3704 glLoadIdentity();
3705 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3708 TRACE("Clipplane [%f,%f,%f,%f]\n",
3709 stateblock->clipplane[index][0],
3710 stateblock->clipplane[index][1],
3711 stateblock->clipplane[index][2],
3712 stateblock->clipplane[index][3]);
3713 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3714 checkGLcall("glClipPlane");
3716 glPopMatrix();
3719 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3721 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3722 GLenum glMat;
3723 TRACE("Setting world matrix %d\n", matrix);
3725 if (matrix >= context->gl_info->limits.blends)
3727 WARN("Unsupported blend matrix set\n");
3728 return;
3729 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3730 return;
3733 /* GL_MODELVIEW0_ARB: 0x1700
3734 * GL_MODELVIEW1_ARB: 0x850a
3735 * GL_MODELVIEW2_ARB: 0x8722
3736 * GL_MODELVIEW3_ARB: 0x8723
3737 * etc
3738 * GL_MODELVIEW31_ARB: 0x873F
3740 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3741 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3743 glMatrixMode(glMat);
3744 checkGLcall("glMatrixMode(glMat)");
3746 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3747 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3749 if (stateblock->device->view_ident)
3751 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3752 checkGLcall("glLoadMatrixf");
3754 else
3756 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3757 checkGLcall("glLoadMatrixf");
3758 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3759 checkGLcall("glMultMatrixf");
3763 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3765 WINED3DVERTEXBLENDFLAGS f = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3766 static unsigned int once;
3768 if (f == WINED3DVBF_DISABLE) return;
3770 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3771 else WARN("Vertex blend flags %#x not supported.\n", f);
3774 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3776 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3777 static unsigned int once;
3779 switch(val) {
3780 case WINED3DVBF_1WEIGHTS:
3781 case WINED3DVBF_2WEIGHTS:
3782 case WINED3DVBF_3WEIGHTS:
3783 glEnable(GL_VERTEX_BLEND_ARB);
3784 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3786 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3787 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3789 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3791 if (!stateblock->device->vertexBlendUsed)
3793 unsigned int i;
3794 for (i = 1; i < context->gl_info->limits.blends; ++i)
3796 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3798 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3801 stateblock->device->vertexBlendUsed = TRUE;
3803 break;
3805 case WINED3DVBF_TWEENING:
3806 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3807 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3808 else WARN("Vertex blend flags %#x not supported.\n", val);
3809 /* Fall through. */
3810 case WINED3DVBF_DISABLE:
3811 glDisable(GL_VERTEX_BLEND_ARB);
3812 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3813 break;
3817 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3819 const struct wined3d_gl_info *gl_info = context->gl_info;
3820 const struct wined3d_light_info *light = NULL;
3821 unsigned int k;
3823 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3824 * NOTE: We have to reset the positions even if the light/plane is not currently
3825 * enabled, since the call to enable it will not reset the position.
3826 * NOTE2: Apparently texture transforms do NOT need reapplying
3829 glMatrixMode(GL_MODELVIEW);
3830 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3831 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3832 checkGLcall("glLoadMatrixf(...)");
3834 /* Reset lights. TODO: Call light apply func */
3835 for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
3837 light = stateblock->activeLights[k];
3838 if(!light) continue;
3839 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3840 checkGLcall("glLightfv posn");
3841 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3842 checkGLcall("glLightfv dirn");
3845 /* Reset Clipping Planes */
3846 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3848 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3849 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3853 if(context->last_was_rhw) {
3854 glLoadIdentity();
3855 checkGLcall("glLoadIdentity()");
3856 /* No need to update the world matrix, the identity is fine */
3857 return;
3860 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3861 * No need to do it here if the state is scheduled for update.
3863 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3864 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3867 /* Avoid looping over a number of matrices if the app never used the functionality */
3868 if (stateblock->device->vertexBlendUsed)
3870 for (k = 1; k < gl_info->limits.blends; ++k)
3872 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3873 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3879 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3881 glMatrixMode(GL_PROJECTION);
3882 checkGLcall("glMatrixMode(GL_PROJECTION)");
3883 glLoadIdentity();
3884 checkGLcall("glLoadIdentity");
3886 if (context->last_was_rhw)
3888 double x = stateblock->viewport.X;
3889 double y = stateblock->viewport.Y;
3890 double w = stateblock->viewport.Width;
3891 double h = stateblock->viewport.Height;
3893 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3894 if (context->render_offscreen)
3895 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3896 else
3897 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3898 checkGLcall("glOrtho");
3900 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3901 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3902 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3904 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3905 * render everything upside down when rendering offscreen. */
3906 if (context->render_offscreen)
3908 glScalef(1.0f, -1.0f, 1.0f);
3909 checkGLcall("glScalef");
3911 } else {
3912 /* The rule is that the window coordinate 0 does not correspond to the
3913 beginning of the first pixel, but the center of the first pixel.
3914 As a consequence if you want to correctly draw one line exactly from
3915 the left to the right end of the viewport (with all matrices set to
3916 be identity), the x coords of both ends of the line would be not
3917 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3918 instead.
3920 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3921 divide by the Width/Height, so we need the half range(1.0) to translate by
3922 half a pixel.
3924 The other fun is that d3d's output z range after the transformation is [0;1],
3925 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3926 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3927 of Z buffer precision and the clear values do not match in the z test. Thus scale
3928 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3932 * Careful with the order of operations here, we're essentially working backwards:
3933 * x = x + 1/w;
3934 * y = (y - 1/h) * flip;
3935 * z = z * 2 - 1;
3937 * Becomes:
3938 * glTranslatef(0.0, 0.0, -1.0);
3939 * glScalef(1.0, 1.0, 2.0);
3941 * glScalef(1.0, flip, 1.0);
3942 * glTranslatef(1/w, -1/h, 0.0);
3944 * This is equivalent to:
3945 * glTranslatef(1/w, -flip/h, -1.0)
3946 * glScalef(1.0, flip, 2.0);
3949 /* Translate by slightly less than a half pixel to force a top-left
3950 * filling convention. We want the difference to be large enough that
3951 * it doesn't get lost due to rounding inside the driver, but small
3952 * enough to prevent it from interfering with any anti-aliasing. */
3953 GLfloat xoffset = (63.0f / 64.0f) / stateblock->viewport.Width;
3954 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
3956 if (context->render_offscreen)
3958 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3959 * render everything upside down when rendering offscreen. */
3960 glTranslatef(xoffset, -yoffset, -1.0f);
3961 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3962 glScalef(1.0f, -1.0f, 2.0f);
3963 } else {
3964 glTranslatef(xoffset, yoffset, -1.0f);
3965 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3966 glScalef(1.0f, 1.0f, 2.0f);
3968 checkGLcall("glScalef");
3970 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3971 checkGLcall("glLoadMatrixf");
3975 /* This should match any arrays loaded in loadVertexData.
3976 * TODO: Only load / unload arrays if we have to.
3978 static inline void unloadVertexData(const struct wined3d_context *context)
3980 const struct wined3d_gl_info *gl_info = context->gl_info;
3982 glDisableClientState(GL_VERTEX_ARRAY);
3983 glDisableClientState(GL_NORMAL_ARRAY);
3984 glDisableClientState(GL_COLOR_ARRAY);
3985 if (gl_info->supported[EXT_SECONDARY_COLOR])
3987 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3989 if (gl_info->supported[ARB_VERTEX_BLEND])
3991 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3993 unloadTexCoords(context);
3996 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context, int i)
3998 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3999 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4001 context->numbered_array_mask &= ~(1 << i);
4004 /* This should match any arrays loaded in loadNumberedArrays
4005 * TODO: Only load / unload arrays if we have to.
4007 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4009 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4010 GLint maxAttribs = 16;
4011 int i;
4013 /* Leave all the attribs disabled */
4014 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4015 /* MESA does not support it right not */
4016 if (glGetError() != GL_NO_ERROR)
4017 maxAttribs = 16;
4018 for (i = 0; i < maxAttribs; ++i) {
4019 unload_numbered_array(stateblock, context, i);
4023 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
4024 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4026 const struct wined3d_gl_info *gl_info = context->gl_info;
4027 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4028 int i;
4029 const UINT *offset = stateblock->streamOffset;
4030 struct wined3d_buffer *vb;
4031 DWORD_PTR shift_index;
4033 /* Default to no instancing */
4034 stateblock->device->instancedDraw = FALSE;
4036 for (i = 0; i < MAX_ATTRIBS; i++) {
4037 if (!(stream_info->use_map & (1 << i)))
4039 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4040 continue;
4043 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4044 if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
4046 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4047 stateblock->device->instancedDraw = TRUE;
4048 continue;
4051 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4053 if (stream_info->elements[i].stride)
4055 if (curVBO != stream_info->elements[i].buffer_object)
4057 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4058 checkGLcall("glBindBufferARB");
4059 curVBO = stream_info->elements[i].buffer_object;
4061 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4062 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4063 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4064 * vbo we won't be load converted attributes anyway
4066 if (curVBO && vb->conversion_shift)
4068 TRACE("Loading attribute from shifted buffer\n");
4069 TRACE("Attrib %d has original stride %d, new stride %d\n",
4070 i, stream_info->elements[i].stride, vb->conversion_stride);
4071 TRACE("Original offset %p, additional offset 0x%08x\n",
4072 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4073 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
4074 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
4075 shift_index = shift_index % stream_info->elements[i].stride;
4076 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4077 stream_info->elements[i].format_desc->gl_vtx_type,
4078 stream_info->elements[i].format_desc->gl_normalized,
4079 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4080 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4081 + offset[stream_info->elements[i].stream_idx]));
4083 } else {
4084 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4085 stream_info->elements[i].format_desc->gl_vtx_type,
4086 stream_info->elements[i].format_desc->gl_normalized,
4087 stream_info->elements[i].stride, stream_info->elements[i].data
4088 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4089 + offset[stream_info->elements[i].stream_idx]));
4092 if (!(context->numbered_array_mask & (1 << i)))
4094 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4095 context->numbered_array_mask |= (1 << i);
4097 } else {
4098 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4099 * set up the attribute statically. But we have to figure out the system memory address.
4101 const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
4102 if (stream_info->elements[i].buffer_object)
4104 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4105 ptr += (long) buffer_get_sysmem(vb);
4108 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4110 switch (stream_info->elements[i].format_desc->format)
4112 case WINED3DFMT_R32_FLOAT:
4113 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4114 break;
4115 case WINED3DFMT_R32G32_FLOAT:
4116 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4117 break;
4118 case WINED3DFMT_R32G32B32_FLOAT:
4119 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4120 break;
4121 case WINED3DFMT_R32G32B32A32_FLOAT:
4122 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4123 break;
4125 case WINED3DFMT_R8G8B8A8_UINT:
4126 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4127 break;
4128 case WINED3DFMT_B8G8R8A8_UNORM:
4129 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4131 const DWORD *src = (const DWORD *)ptr;
4132 DWORD c = *src & 0xff00ff00;
4133 c |= (*src & 0xff0000) >> 16;
4134 c |= (*src & 0xff) << 16;
4135 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4136 break;
4138 /* else fallthrough */
4139 case WINED3DFMT_R8G8B8A8_UNORM:
4140 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4141 break;
4143 case WINED3DFMT_R16G16_SINT:
4144 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4145 break;
4146 case WINED3DFMT_R16G16B16A16_SINT:
4147 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4148 break;
4150 case WINED3DFMT_R16G16_SNORM:
4152 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4153 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4154 break;
4156 case WINED3DFMT_R16G16_UNORM:
4158 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4159 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4160 break;
4162 case WINED3DFMT_R16G16B16A16_SNORM:
4163 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4164 break;
4165 case WINED3DFMT_R16G16B16A16_UNORM:
4166 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4167 break;
4169 case WINED3DFMT_R10G10B10A2_UINT:
4170 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4171 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4172 break;
4173 case WINED3DFMT_R10G10B10A2_SNORM:
4174 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4175 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4176 break;
4178 case WINED3DFMT_R16G16_FLOAT:
4179 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4180 * byte float according to the IEEE standard
4182 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4183 break;
4184 case WINED3DFMT_R16G16B16A16_FLOAT:
4185 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4186 break;
4188 default:
4189 ERR("Unexpected declaration in stride 0 attributes\n");
4190 break;
4195 checkGLcall("Loading numbered arrays");
4198 /* Used from 2 different functions, and too big to justify making it inlined */
4199 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4200 const struct wined3d_stream_info *si)
4202 const struct wined3d_gl_info *gl_info = context->gl_info;
4203 const UINT *offset = stateblock->streamOffset;
4204 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4205 const struct wined3d_stream_info_element *e;
4207 TRACE("Using fast vertex array code\n");
4209 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4210 stateblock->device->instancedDraw = FALSE;
4212 /* Blend Data ---------------------------------------------- */
4213 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4214 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4216 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4218 if (gl_info->supported[ARB_VERTEX_BLEND])
4220 TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4221 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4223 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4224 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4226 GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4228 if (curVBO != e->buffer_object)
4230 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4231 checkGLcall("glBindBufferARB");
4232 curVBO = e->buffer_object;
4235 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4236 e->format_desc->gl_vtx_format,
4237 e->format_desc->gl_vtx_type,
4238 e->stride,
4239 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4240 GL_EXTCALL(glWeightPointerARB(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4241 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4243 checkGLcall("glWeightPointerARB");
4245 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4247 static BOOL warned;
4248 if (!warned)
4250 FIXME("blendMatrixIndices support\n");
4251 warned = TRUE;
4254 } else {
4255 /* TODO: support blends in drawStridedSlow
4256 * No need to write a FIXME here, this is done after the general vertex decl decoding
4258 WARN("unsupported blending in openGl\n");
4261 else
4263 if (gl_info->supported[ARB_VERTEX_BLEND])
4265 static const GLbyte one = 1;
4266 GL_EXTCALL(glWeightbvARB(1, &one));
4267 checkGLcall("glWeightivARB(gl_info->max_blends, weights)");
4271 /* Point Size ----------------------------------------------*/
4272 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4274 /* no such functionality in the fixed function GL pipeline */
4275 TRACE("Cannot change ptSize here in openGl\n");
4276 /* TODO: Implement this function in using shaders if they are available */
4279 /* Vertex Pointers -----------------------------------------*/
4280 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4282 e = &si->elements[WINED3D_FFP_POSITION];
4283 if (curVBO != e->buffer_object)
4285 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4286 checkGLcall("glBindBufferARB");
4287 curVBO = e->buffer_object;
4290 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4291 handling for rhw mode should not impact screen position whereas in GL it does.
4292 This may result in very slightly distorted textures in rhw mode.
4293 There's always the other option of fixing the view matrix to
4294 prevent w from having any effect.
4296 This only applies to user pointer sources, in VBOs the vertices are fixed up
4298 if (!e->buffer_object)
4300 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4301 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4302 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4303 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4305 else
4307 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4308 e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4309 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4310 glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4311 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4313 checkGLcall("glVertexPointer(...)");
4314 glEnableClientState(GL_VERTEX_ARRAY);
4315 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4318 /* Normals -------------------------------------------------*/
4319 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4321 e = &si->elements[WINED3D_FFP_NORMAL];
4322 if (curVBO != e->buffer_object)
4324 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4325 checkGLcall("glBindBufferARB");
4326 curVBO = e->buffer_object;
4329 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format_desc->gl_vtx_type, e->stride,
4330 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4331 glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4332 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4333 checkGLcall("glNormalPointer(...)");
4334 glEnableClientState(GL_NORMAL_ARRAY);
4335 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4337 } else {
4338 glNormal3f(0, 0, 0);
4339 checkGLcall("glNormal3f(0, 0, 0)");
4342 /* Diffuse Colour --------------------------------------------*/
4343 /* WARNING: Data here MUST be in RGBA format, so cannot */
4344 /* go directly into fast mode from app pgm, because */
4345 /* directx requires data in BGRA format. */
4346 /* currently fixupVertices swizzles the format, but this isn't*/
4347 /* very practical when using VBOs */
4348 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4349 /* , or the user doesn't care and wants the speed advantage */
4351 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4353 e = &si->elements[WINED3D_FFP_DIFFUSE];
4354 if (curVBO != e->buffer_object)
4356 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4357 checkGLcall("glBindBufferARB");
4358 curVBO = e->buffer_object;
4361 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4362 e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4363 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4364 glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4365 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4366 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4367 glEnableClientState(GL_COLOR_ARRAY);
4368 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4370 } else {
4371 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4372 checkGLcall("glColor4f(1, 1, 1, 1)");
4375 /* Specular Colour ------------------------------------------*/
4376 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4378 TRACE("setting specular colour\n");
4380 e = &si->elements[WINED3D_FFP_SPECULAR];
4381 if (gl_info->supported[EXT_SECONDARY_COLOR])
4383 GLenum type = e->format_desc->gl_vtx_type;
4384 GLint format = e->format_desc->gl_vtx_format;
4386 if (curVBO != e->buffer_object)
4388 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4389 checkGLcall("glBindBufferARB");
4390 curVBO = e->buffer_object;
4393 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4395 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4396 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4397 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4398 * 4 component secondary colors use it
4400 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4401 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4402 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4403 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4404 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4406 else
4408 switch(type)
4410 case GL_UNSIGNED_BYTE:
4411 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4412 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4413 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4414 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4415 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4416 break;
4418 default:
4419 FIXME("Add 4 component specular color pointers for type %x\n", type);
4420 /* Make sure that the right color component is dropped */
4421 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4422 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4423 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4424 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]));
4425 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4428 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4429 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4431 else
4433 WARN("Specular colour is not supported in this GL implementation.\n");
4436 else
4438 if (gl_info->supported[EXT_SECONDARY_COLOR])
4440 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4441 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4443 else
4445 WARN("Specular colour is not supported in this GL implementation.\n");
4449 /* Texture coords -------------------------------------------*/
4450 loadTexCoords(context, stateblock, si, &curVBO);
4453 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4455 IWineD3DDeviceImpl *device = stateblock->device;
4456 BOOL load_numbered = use_vs(stateblock) && !device->useDrawStridedSlow;
4457 BOOL load_named = !use_vs(stateblock) && !device->useDrawStridedSlow;
4459 if (context->numberedArraysLoaded && !load_numbered)
4461 unloadNumberedArrays(stateblock, context);
4462 context->numberedArraysLoaded = FALSE;
4463 context->numbered_array_mask = 0;
4465 else if (context->namedArraysLoaded)
4467 unloadVertexData(context);
4468 context->namedArraysLoaded = FALSE;
4471 if (load_numbered)
4473 TRACE("Loading numbered arrays\n");
4474 loadNumberedArrays(stateblock, &device->strided_streams, context);
4475 context->numberedArraysLoaded = TRUE;
4477 else if (load_named)
4479 TRACE("Loading vertex data\n");
4480 loadVertexData(context, stateblock, &device->strided_streams);
4481 context->namedArraysLoaded = TRUE;
4485 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4487 const struct wined3d_gl_info *gl_info = context->gl_info;
4488 BOOL updateFog = FALSE;
4489 BOOL useVertexShaderFunction = use_vs(stateblock);
4490 BOOL usePixelShaderFunction = use_ps(stateblock);
4491 IWineD3DDeviceImpl *device = stateblock->device;
4492 BOOL transformed;
4493 BOOL wasrhw = context->last_was_rhw;
4494 unsigned int i;
4496 transformed = device->strided_streams.position_transformed;
4497 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4498 updateFog = TRUE;
4501 /* Reapply lighting if it is not scheduled for reapplication already */
4502 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4503 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4506 if (transformed) {
4507 context->last_was_rhw = TRUE;
4508 } else {
4510 /* Untransformed, so relies on the view and projection matrices */
4511 context->last_was_rhw = FALSE;
4512 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4513 device->untransformed = TRUE;
4515 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4516 * Not needed as long as only hw shaders are supported
4519 /* This sets the shader output position correction constants.
4520 * TODO: Move to the viewport state
4522 if (useVertexShaderFunction)
4524 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4525 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4526 device->posFixup[3] = device->posFixup[1] * yoffset;
4530 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4531 * off this function will be called again anyway to make sure they're properly set
4533 if(!useVertexShaderFunction) {
4534 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4535 * or transformed / untransformed was switched
4537 if(wasrhw != context->last_was_rhw &&
4538 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4539 !isStateDirty(context, STATE_VIEWPORT)) {
4540 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4542 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4543 * mode.
4545 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4546 * this check will fail and the matrix not applied again. This is OK because a simple
4547 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4548 * needs of the vertex declaration.
4550 * World and view matrix go into the same gl matrix, so only apply them when neither is
4551 * dirty
4553 if(transformed != wasrhw &&
4554 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4555 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4556 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4559 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4560 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4563 if(context->last_was_vshader) {
4564 updateFog = TRUE;
4565 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4566 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4568 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4570 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4573 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4574 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4576 } else {
4577 if(!context->last_was_vshader) {
4578 static BOOL warned = FALSE;
4579 if(!device->vs_clipping) {
4580 /* Disable all clip planes to get defined results on all drivers. See comment in the
4581 * state_clipping state handler
4583 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4585 glDisable(GL_CLIP_PLANE0 + i);
4586 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4589 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4590 FIXME("Clipping not supported with vertex shaders\n");
4591 warned = TRUE;
4594 if(wasrhw) {
4595 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4596 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4597 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4598 * fixed function vertex processing states back in a sane state before switching to shaders
4600 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4601 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4603 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4604 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4607 updateFog = TRUE;
4609 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4610 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4611 * device->vs_clipping is false.
4613 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4615 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4620 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4621 * application
4623 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4624 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4626 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4627 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4631 context->last_was_vshader = useVertexShaderFunction;
4633 if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4635 if(!useVertexShaderFunction) {
4636 int i;
4637 for(i = 0; i < MAX_TEXTURES; i++) {
4638 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4639 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4645 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4647 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4648 UINT width, height;
4649 WINED3DVIEWPORT vp = stateblock->viewport;
4651 if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
4652 if(vp.Height > target->currentDesc.Height) vp.Height = target->currentDesc.Height;
4654 glDepthRange(vp.MinZ, vp.MaxZ);
4655 checkGLcall("glDepthRange");
4656 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4658 if (context->render_offscreen)
4660 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4661 } else {
4662 target->get_drawable_size(context, &width, &height);
4664 glViewport(vp.X,
4665 (height - (vp.Y + vp.Height)),
4666 vp.Width, vp.Height);
4669 checkGLcall("glViewport");
4672 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4674 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4676 stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
4677 stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
4679 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4680 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4682 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4683 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4685 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4686 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4689 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4691 UINT Index = state - STATE_ACTIVELIGHT(0);
4692 const struct wined3d_light_info *lightInfo = stateblock->activeLights[Index];
4694 if(!lightInfo) {
4695 glDisable(GL_LIGHT0 + Index);
4696 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4697 } else {
4698 float quad_att;
4699 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4701 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4702 glMatrixMode(GL_MODELVIEW);
4703 glPushMatrix();
4704 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4706 /* Diffuse: */
4707 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4708 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4709 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4710 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4711 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4712 checkGLcall("glLightfv");
4714 /* Specular */
4715 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4716 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4717 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4718 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4719 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4720 checkGLcall("glLightfv");
4722 /* Ambient */
4723 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4724 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4725 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4726 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4727 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4728 checkGLcall("glLightfv");
4730 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4731 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4732 } else {
4733 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4736 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4737 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4738 * Attenuation0 to NaN and crashes in the gl lib
4741 switch (lightInfo->OriginalParms.Type) {
4742 case WINED3DLIGHT_POINT:
4743 /* Position */
4744 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4745 checkGLcall("glLightfv");
4746 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4747 checkGLcall("glLightf");
4748 /* Attenuation - Are these right? guessing... */
4749 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4750 checkGLcall("glLightf");
4751 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4752 checkGLcall("glLightf");
4753 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4754 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4755 checkGLcall("glLightf");
4756 /* FIXME: Range */
4757 break;
4759 case WINED3DLIGHT_SPOT:
4760 /* Position */
4761 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4762 checkGLcall("glLightfv");
4763 /* Direction */
4764 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4765 checkGLcall("glLightfv");
4766 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4767 checkGLcall("glLightf");
4768 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4769 checkGLcall("glLightf");
4770 /* Attenuation - Are these right? guessing... */
4771 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4772 checkGLcall("glLightf");
4773 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4774 checkGLcall("glLightf");
4775 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4776 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4777 checkGLcall("glLightf");
4778 /* FIXME: Range */
4779 break;
4781 case WINED3DLIGHT_DIRECTIONAL:
4782 /* Direction */
4783 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4784 checkGLcall("glLightfv");
4785 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4786 checkGLcall("glLightf");
4787 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4788 checkGLcall("glLightf");
4789 break;
4791 default:
4792 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4795 /* Restore the modelview matrix */
4796 glPopMatrix();
4798 glEnable(GL_LIGHT0 + Index);
4799 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4803 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4805 IWineD3DSurfaceImpl *target = stateblock->device->render_targets[0];
4806 RECT *pRect = &stateblock->scissorRect;
4807 UINT height;
4808 UINT width;
4810 target->get_drawable_size(context, &width, &height);
4811 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4812 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4814 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4815 pRect->right - pRect->left, pRect->bottom - pRect->top);
4817 if (context->render_offscreen)
4819 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4820 } else {
4821 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4823 checkGLcall("glScissor");
4826 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4828 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4829 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4830 } else {
4831 struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4832 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4836 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4838 if (context->render_offscreen)
4840 glFrontFace(GL_CCW);
4841 checkGLcall("glFrontFace(GL_CCW)");
4842 } else {
4843 glFrontFace(GL_CW);
4844 checkGLcall("glFrontFace(GL_CW)");
4848 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_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4860 { STATE_VDECL, { STATE_VDECL, streamsrc }, 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 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4864 * vshader loadings are untied from each other
4866 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4867 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4868 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4869 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4870 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4871 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4872 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4873 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4874 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4875 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4876 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4877 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4878 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4879 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4880 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4881 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4882 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4883 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4884 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4885 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4886 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4917 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4918 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4919 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4920 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4921 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4922 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4923 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4924 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4925 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4926 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4927 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4928 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4929 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4930 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4957 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4994 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
4998 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5000 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5004 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5006 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5008 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5010 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5013 /* Samplers */
5014 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5015 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5016 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5017 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5018 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5019 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5020 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5021 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5022 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5023 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5024 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5025 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5026 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5027 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5028 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5029 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5030 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5031 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5032 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5033 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5034 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5037 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5038 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5039 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5041 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5042 /* Clip planes */
5043 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5044 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5045 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5046 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5047 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5048 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5049 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5050 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5051 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5052 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5053 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5054 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5055 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5056 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5057 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5058 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5059 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5060 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5061 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5062 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5063 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5064 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5065 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5066 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5067 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5068 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5069 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5070 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5071 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5072 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5073 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5074 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5075 /* Lights */
5076 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5077 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5078 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5079 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5080 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5081 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5082 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5083 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5084 /* Viewport */
5085 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5086 /* Transform states follow */
5087 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5088 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5089 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5090 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5091 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5092 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5093 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5094 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5095 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5096 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5098 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5099 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5354 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5355 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5356 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5357 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5358 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5359 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5360 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5361 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5369 /* Fog */
5370 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5371 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5372 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5373 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5374 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5375 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5376 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5377 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5378 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5379 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5380 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5381 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5382 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5383 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5384 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5385 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5386 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5387 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5388 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5389 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5390 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5391 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5392 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5393 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5394 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5395 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5396 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5397 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5398 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5399 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5400 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5401 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5402 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5404 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5405 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5406 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5408 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5409 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5410 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5411 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5412 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5413 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5414 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5415 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5416 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5417 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5418 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5419 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5420 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5421 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5422 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5423 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5424 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5425 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5426 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5427 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5428 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5429 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5430 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5431 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5432 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5435 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5436 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5437 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5438 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5439 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5440 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5441 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5442 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5443 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5444 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5445 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5446 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5447 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5448 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5449 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5450 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5451 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5452 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5453 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5454 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5455 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5517 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5519 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5520 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5521 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5522 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5525 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5526 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5527 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5528 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5529 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5530 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5531 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5532 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5533 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5534 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5536 #undef GLINFO_LOCATION
5538 /* Context activation is done by the caller. */
5539 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5541 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5543 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5544 WINED3DTEXOPCAPS_ADDSIGNED |
5545 WINED3DTEXOPCAPS_ADDSIGNED2X |
5546 WINED3DTEXOPCAPS_MODULATE |
5547 WINED3DTEXOPCAPS_MODULATE2X |
5548 WINED3DTEXOPCAPS_MODULATE4X |
5549 WINED3DTEXOPCAPS_SELECTARG1 |
5550 WINED3DTEXOPCAPS_SELECTARG2 |
5551 WINED3DTEXOPCAPS_DISABLE;
5553 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5554 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5555 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5557 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5558 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5559 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5560 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5561 WINED3DTEXOPCAPS_LERP |
5562 WINED3DTEXOPCAPS_SUBTRACT;
5564 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5565 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5567 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5568 WINED3DTEXOPCAPS_MULTIPLYADD |
5569 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5570 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5571 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5573 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5574 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5576 pCaps->MaxTextureBlendStages = gl_info->limits.textures;
5577 pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
5580 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5581 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5582 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5584 if (TRACE_ON(d3d))
5586 TRACE("Checking support for fixup:\n");
5587 dump_color_fixup_desc(fixup);
5590 /* We only support identity conversions. */
5591 if (is_identity_fixup(fixup))
5593 TRACE("[OK]\n");
5594 return TRUE;
5597 TRACE("[FAILED]\n");
5598 return FALSE;
5601 const struct fragment_pipeline ffp_fragment_pipeline = {
5602 ffp_enable,
5603 ffp_fragment_get_caps,
5604 ffp_fragment_alloc,
5605 ffp_fragment_free,
5606 ffp_color_fixup_supported,
5607 ffp_fragmentstate_template,
5608 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5611 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5613 unsigned int i;
5614 for(i = 0; funcs[i]; i++);
5615 return i;
5618 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5620 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5621 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5624 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5626 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5627 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5628 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5631 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5633 unsigned int start, last, i;
5635 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5636 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5637 for (i = start; i <= last; ++i)
5639 state_table[i].representative = 0;
5640 state_table[i].apply = state_undefined;
5643 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5644 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5645 for (i = start; i <= last; ++i)
5647 state_table[i].representative = 0;
5648 state_table[i].apply = state_undefined;
5651 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5652 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5653 for (i = start; i <= last; ++i)
5655 state_table[i].representative = 0;
5656 state_table[i].apply = state_undefined;
5660 static void validate_state_table(struct StateEntry *state_table)
5662 static const struct
5664 DWORD first;
5665 DWORD last;
5667 rs_holes[] =
5669 { 1, 1},
5670 { 3, 3},
5671 { 17, 18},
5672 { 21, 21},
5673 { 42, 45},
5674 { 61, 127},
5675 {149, 150},
5676 {169, 169},
5677 {177, 177},
5678 {196, 197},
5679 { 0, 0},
5681 static const DWORD simple_states[] =
5683 STATE_MATERIAL,
5684 STATE_VDECL,
5685 STATE_STREAMSRC,
5686 STATE_INDEXBUFFER,
5687 STATE_VERTEXSHADERCONSTANT,
5688 STATE_PIXELSHADERCONSTANT,
5689 STATE_VSHADER,
5690 STATE_PIXELSHADER,
5691 STATE_VIEWPORT,
5692 STATE_SCISSORRECT,
5693 STATE_FRONTFACE,
5695 unsigned int i, current;
5697 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5699 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5701 if (!state_table[i].representative)
5702 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5704 else if (state_table[i].representative)
5705 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5707 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5710 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5712 if (!state_table[simple_states[i]].representative)
5713 ERR("State %s (%#x) should have a representative.\n",
5714 debug_d3dstate(simple_states[i]), simple_states[i]);
5717 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5719 DWORD rep = state_table[i].representative;
5720 if (rep)
5722 if (state_table[rep].representative != rep)
5724 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5725 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5726 state_table[i].representative = 0;
5729 if (rep != i)
5731 if (state_table[i].apply)
5732 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5734 else if (!state_table[i].apply)
5736 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5742 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5743 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5744 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5746 unsigned int i, type, handlers;
5747 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5748 const struct StateEntryTemplate *cur;
5749 BOOL set[STATE_HIGHEST + 1];
5751 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5753 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5754 StateTable[i].representative = 0;
5755 StateTable[i].apply = state_undefined;
5758 for(type = 0; type < 3; type++) {
5759 /* This switch decides the order in which the states are applied */
5760 switch(type) {
5761 case 0: cur = misc; break;
5762 case 1: cur = fragment->states; break;
5763 case 2: cur = vertex; break;
5764 default: cur = NULL; /* Stupid compiler */
5766 if(!cur) continue;
5768 /* GL extension filtering should not prevent multiple handlers being applied from different
5769 * pipeline parts
5771 memset(set, 0, sizeof(set));
5773 for(i = 0; cur[i].state; i++) {
5774 APPLYSTATEFUNC *funcs_array;
5776 /* Only use the first matching state with the available extension from one template.
5777 * e.g.
5778 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5779 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5781 * if GL_XYZ_fancy is supported, ignore the 2nd line
5783 if(set[cur[i].state]) continue;
5784 /* Skip state lines depending on unsupported extensions */
5785 if (!gl_info->supported[cur[i].extension]) continue;
5786 set[cur[i].state] = TRUE;
5787 /* In some cases having an extension means that nothing has to be
5788 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5789 * supported, the texture coordinate fixup can be ignored. If the
5790 * apply function is used, mark the state set(done above) to prevent
5791 * applying later lines, but do not record anything in the state
5792 * table
5794 if (!cur[i].content.representative) continue;
5796 handlers = num_handlers(multistate_funcs[cur[i].state]);
5797 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5798 switch(handlers) {
5799 case 0:
5800 StateTable[cur[i].state].apply = cur[i].content.apply;
5801 break;
5802 case 1:
5803 StateTable[cur[i].state].apply = multistate_apply_2;
5804 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5806 sizeof(**dev_multistate_funcs) * 2);
5807 if (!dev_multistate_funcs[cur[i].state]) {
5808 goto out_of_mem;
5811 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5812 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5813 break;
5814 case 2:
5815 StateTable[cur[i].state].apply = multistate_apply_3;
5816 funcs_array = HeapReAlloc(GetProcessHeap(),
5818 dev_multistate_funcs[cur[i].state],
5819 sizeof(**dev_multistate_funcs) * 3);
5820 if (!funcs_array) {
5821 goto out_of_mem;
5824 dev_multistate_funcs[cur[i].state] = funcs_array;
5825 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5826 break;
5827 default:
5828 ERR("Unexpected amount of state handlers for state %u: %u\n",
5829 cur[i].state, handlers + 1);
5832 if(StateTable[cur[i].state].representative &&
5833 StateTable[cur[i].state].representative != cur[i].content.representative) {
5834 FIXME("State %u has different representatives in different pipeline parts\n",
5835 cur[i].state);
5837 StateTable[cur[i].state].representative = cur[i].content.representative;
5841 prune_invalid_states(StateTable, gl_info);
5842 validate_state_table(StateTable);
5844 return WINED3D_OK;
5846 out_of_mem:
5847 for (i = 0; i <= STATE_HIGHEST; ++i) {
5848 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5851 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5853 return E_OUTOFMEMORY;