wined3d: Get rid of the WINED3DVERTEXBLENDFLAGS typedef.
[wine/multimedia.git] / dlls / wined3d / state.c
blobb03a4b8647902aebeaa29ee9aa977edc40627942
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 /* GL locking for state handlers is done by the caller. */
40 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
42 ERR("Undefined state.\n");
45 static void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
47 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
50 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
52 WINED3DFILLMODE mode = state->render_states[WINED3D_RS_FILLMODE];
54 switch (mode)
56 case WINED3DFILL_POINT:
57 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
58 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
59 break;
60 case WINED3DFILL_WIREFRAME:
61 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
63 break;
64 case WINED3DFILL_SOLID:
65 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
67 break;
68 default:
69 FIXME("Unrecognized WINED3D_RS_FILLMODE %d.\n", mode);
73 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
75 /* Lighting is not enabled if transformed vertices are drawn, but lighting
76 * does not affect the stream sources, so it is not grouped for
77 * performance reasons. This state reads the decoded vertex declaration,
78 * so if it is dirty don't do anything. The vertex declaration applying
79 * function calls this function for updating. */
80 if (isStateDirty(context, STATE_VDECL))
81 return;
83 if (state->render_states[WINED3D_RS_LIGHTING]
84 && !context->swapchain->device->strided_streams.position_transformed)
86 glEnable(GL_LIGHTING);
87 checkGLcall("glEnable GL_LIGHTING");
88 } else {
89 glDisable(GL_LIGHTING);
90 checkGLcall("glDisable GL_LIGHTING");
94 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
96 /* No z test without depth stencil buffers */
97 if (!state->fb->depth_stencil)
99 TRACE("No Z buffer - disabling depth test\n");
100 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
101 checkGLcall("glDisable GL_DEPTH_TEST");
102 return;
105 switch (state->render_states[WINED3D_RS_ZENABLE])
107 case WINED3DZB_FALSE:
108 glDisable(GL_DEPTH_TEST);
109 checkGLcall("glDisable GL_DEPTH_TEST");
110 break;
111 case WINED3DZB_TRUE:
112 glEnable(GL_DEPTH_TEST);
113 checkGLcall("glEnable GL_DEPTH_TEST");
114 break;
115 case WINED3DZB_USEW:
116 glEnable(GL_DEPTH_TEST);
117 checkGLcall("glEnable GL_DEPTH_TEST");
118 FIXME("W buffer is not well handled\n");
119 break;
120 default:
121 FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
122 state->render_states[WINED3D_RS_ZENABLE]);
126 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
128 /* glFrontFace() is set in context.c at context init and on an
129 * offscreen / onscreen rendering switch. */
130 switch (state->render_states[WINED3D_RS_CULLMODE])
132 case WINED3DCULL_NONE:
133 glDisable(GL_CULL_FACE);
134 checkGLcall("glDisable GL_CULL_FACE");
135 break;
136 case WINED3DCULL_CW:
137 glEnable(GL_CULL_FACE);
138 checkGLcall("glEnable GL_CULL_FACE");
139 glCullFace(GL_FRONT);
140 checkGLcall("glCullFace(GL_FRONT)");
141 break;
142 case WINED3DCULL_CCW:
143 glEnable(GL_CULL_FACE);
144 checkGLcall("glEnable GL_CULL_FACE");
145 glCullFace(GL_BACK);
146 checkGLcall("glCullFace(GL_BACK)");
147 break;
148 default:
149 FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n",
150 state->render_states[WINED3D_RS_CULLMODE]);
154 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
156 switch (state->render_states[WINED3D_RS_SHADEMODE])
158 case WINED3DSHADE_FLAT:
159 glShadeModel(GL_FLAT);
160 checkGLcall("glShadeModel(GL_FLAT)");
161 break;
162 case WINED3DSHADE_GOURAUD:
163 glShadeModel(GL_SMOOTH);
164 checkGLcall("glShadeModel(GL_SMOOTH)");
165 break;
166 case WINED3DSHADE_PHONG:
167 FIXME("WINED3DSHADE_PHONG isn't supported\n");
168 break;
169 default:
170 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n",
171 state->render_states[WINED3D_RS_SHADEMODE]);
175 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
177 if (state->render_states[WINED3D_RS_DITHERENABLE])
179 glEnable(GL_DITHER);
180 checkGLcall("glEnable GL_DITHER");
182 else
184 glDisable(GL_DITHER);
185 checkGLcall("glDisable GL_DITHER");
189 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
191 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
192 * If yes, this has to be merged with ZENABLE and ZFUNC. */
193 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
195 glDepthMask(1);
196 checkGLcall("glDepthMask(1)");
198 else
200 glDepthMask(0);
201 checkGLcall("glDepthMask(0)");
205 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
207 GLenum depth_func = CompareFunc(state->render_states[WINED3D_RS_ZFUNC]);
209 if (!depth_func) return;
211 if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
213 static BOOL once;
214 /* There are a few issues with this: First, our inability to
215 * select a proper Z depth, most of the time we're stuck with
216 * D24S8, even if the app selects D32 or D16. There seem to be
217 * some other precision problems which have to be debugged to
218 * make NOTEQUAL and EQUAL work properly. */
219 if (!once)
221 once = TRUE;
222 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
226 glDepthFunc(depth_func);
227 checkGLcall("glDepthFunc");
230 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
232 float col[4];
234 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
235 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
236 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
237 checkGLcall("glLightModel for MODEL_AMBIENT");
240 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
242 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
245 static GLenum gl_blend_op(enum wined3d_blend_op op)
247 switch (op)
249 case WINED3D_BLEND_OP_ADD:
250 return GL_FUNC_ADD_EXT;
251 case WINED3D_BLEND_OP_SUBTRACT:
252 return GL_FUNC_SUBTRACT_EXT;
253 case WINED3D_BLEND_OP_REVSUBTRACT:
254 return GL_FUNC_REVERSE_SUBTRACT_EXT;
255 case WINED3D_BLEND_OP_MIN:
256 return GL_MIN_EXT;
257 case WINED3D_BLEND_OP_MAX:
258 return GL_MAX_EXT;
259 default:
260 FIXME("Unhandled blend op %#x.\n", op);
261 return GL_NONE;
265 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
267 const struct wined3d_gl_info *gl_info = context->gl_info;
268 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
269 GLenum blend_equation = GL_FUNC_ADD_EXT;
271 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
272 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
273 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
275 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
276 return;
279 blend_equation = gl_blend_op(state->render_states[WINED3D_RS_BLENDOP]);
280 blend_equation_alpha = gl_blend_op(state->render_states[WINED3D_RS_BLENDOPALPHA]);
281 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
283 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
285 GL_EXTCALL(glBlendEquationSeparateEXT(blend_equation, blend_equation_alpha));
286 checkGLcall("glBlendEquationSeparateEXT");
288 else
290 GL_EXTCALL(glBlendEquationEXT(blend_equation));
291 checkGLcall("glBlendEquation");
295 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
297 switch (factor)
299 case WINED3D_BLEND_ZERO:
300 return GL_ZERO;
301 case WINED3D_BLEND_ONE:
302 return GL_ONE;
303 case WINED3D_BLEND_SRCCOLOR:
304 return GL_SRC_COLOR;
305 case WINED3D_BLEND_INVSRCCOLOR:
306 return GL_ONE_MINUS_SRC_COLOR;
307 case WINED3D_BLEND_SRCALPHA:
308 return GL_SRC_ALPHA;
309 case WINED3D_BLEND_INVSRCALPHA:
310 return GL_ONE_MINUS_SRC_ALPHA;
311 case WINED3D_BLEND_DESTCOLOR:
312 return GL_DST_COLOR;
313 case WINED3D_BLEND_INVDESTCOLOR:
314 return GL_ONE_MINUS_DST_COLOR;
315 /* To compensate for the lack of format switching with backbuffer
316 * offscreen rendering, and with onscreen rendering, we modify the
317 * alpha test parameters for (INV)DESTALPHA if the render target
318 * doesn't support alpha blending. A nonexistent alpha channel
319 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
320 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
321 case WINED3D_BLEND_DESTALPHA:
322 return dst_format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
323 case WINED3D_BLEND_INVDESTALPHA:
324 return dst_format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
325 case WINED3D_BLEND_SRCALPHASAT:
326 return GL_SRC_ALPHA_SATURATE;
327 case WINED3D_BLEND_BLENDFACTOR:
328 return GL_CONSTANT_COLOR_EXT;
329 case WINED3D_BLEND_INVBLENDFACTOR:
330 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
331 default:
332 FIXME("Unhandled blend factor %#x.\n", factor);
333 return GL_NONE;
337 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
339 const struct wined3d_surface *target = state->fb->render_targets[0];
340 const struct wined3d_gl_info *gl_info = context->gl_info;
341 GLenum srcBlend, dstBlend;
342 enum wined3d_blend d3d_blend;
344 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
345 * blending parameters to work. */
346 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]
347 || state->render_states[WINED3D_RS_EDGEANTIALIAS]
348 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
350 /* Disable blending in all cases even without pixelshaders.
351 * With blending on we could face a big performance penalty.
352 * The d3d9 visual test confirms the behavior. */
353 if (context->render_offscreen
354 && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
356 glDisable(GL_BLEND);
357 checkGLcall("glDisable GL_BLEND");
358 return;
359 } else {
360 glEnable(GL_BLEND);
361 checkGLcall("glEnable GL_BLEND");
363 } else {
364 glDisable(GL_BLEND);
365 checkGLcall("glDisable GL_BLEND");
366 /* Nothing more to do - get out */
367 return;
370 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
371 * source blending values which are still valid up to d3d9. They should
372 * not occur as dest blend values. */
373 d3d_blend = state->render_states[WINED3D_RS_SRCBLEND];
374 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
376 srcBlend = GL_SRC_ALPHA;
377 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
379 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
381 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
382 dstBlend = GL_SRC_ALPHA;
384 else
386 srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
387 dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND],
388 target->resource.format);
391 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
392 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
394 glEnable(GL_LINE_SMOOTH);
395 checkGLcall("glEnable(GL_LINE_SMOOTH)");
396 if(srcBlend != GL_SRC_ALPHA) {
397 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
399 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
400 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
402 } else {
403 glDisable(GL_LINE_SMOOTH);
404 checkGLcall("glDisable(GL_LINE_SMOOTH)");
407 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
408 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
409 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
411 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
413 GLenum srcBlendAlpha, dstBlendAlpha;
415 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
416 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
418 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
419 return;
422 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
423 * source blending values which are still valid up to d3d9. They should
424 * not occur as dest blend values. */
425 d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA];
426 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
428 srcBlendAlpha = GL_SRC_ALPHA;
429 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
431 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
433 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
434 dstBlendAlpha = GL_SRC_ALPHA;
436 else
438 srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
439 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA],
440 target->resource.format);
443 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
444 checkGLcall("glBlendFuncSeparateEXT");
445 } else {
446 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
447 glBlendFunc(srcBlend, dstBlend);
448 checkGLcall("glBlendFunc");
451 /* Colorkey fixup for stage 0 alphaop depends on
452 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
453 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
454 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP));
457 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
459 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
462 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
464 const struct wined3d_gl_info *gl_info = context->gl_info;
465 float col[4];
467 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
469 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_BLENDFACTOR], col);
470 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
471 checkGLcall("glBlendColor");
474 static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
476 int glParm = 0;
477 float ref;
478 BOOL enable_ckey = FALSE;
480 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
482 /* Find out if the texture on the first stage has a ckey set
483 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
484 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
485 * used WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
486 * in case it finds some texture+colorkeyenable combination which needs extra care.
488 if (state->textures[0])
490 struct wined3d_texture *texture = state->textures[0];
491 GLenum texture_dimensions = texture->target;
493 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
495 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
497 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
499 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
500 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
501 * surface has alpha bits */
502 if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
507 if (enable_ckey || context->last_was_ckey)
508 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP));
509 context->last_was_ckey = enable_ckey;
511 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
512 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
514 glEnable(GL_ALPHA_TEST);
515 checkGLcall("glEnable GL_ALPHA_TEST");
516 } else {
517 glDisable(GL_ALPHA_TEST);
518 checkGLcall("glDisable GL_ALPHA_TEST");
519 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
520 * enable call
522 return;
525 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
527 glParm = GL_NOTEQUAL;
528 ref = 0.0f;
530 else
532 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
533 glParm = CompareFunc(state->render_states[WINED3D_RS_ALPHAFUNC]);
535 if(glParm) {
536 glAlphaFunc(glParm, ref);
537 checkGLcall("glAlphaFunc");
541 static void shaderconstant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
543 const struct wined3d_device *device = context->swapchain->device;
545 /* Vertex and pixel shader states will call a shader upload, don't do
546 * anything as long one of them has an update pending. */
547 if (isStateDirty(context, STATE_VDECL)
548 || isStateDirty(context, STATE_PIXELSHADER))
549 return;
551 device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
554 static void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
556 DWORD enable = 0xFFFFFFFF;
557 DWORD disable = 0x00000000;
559 if (use_vs(state))
561 const struct wined3d_device *device = context->swapchain->device;
563 if (!device->vs_clipping)
565 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
566 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
567 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
568 * of that - don't do anything here and keep them disabled
570 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE])
572 static BOOL warned = FALSE;
573 if(!warned) {
574 FIXME("Clipping not supported with vertex shaders\n");
575 warned = TRUE;
578 return;
581 /* glEnable(GL_CLIP_PLANEx) doesn't apply to vertex shaders. The enabled / disabled planes are
582 * hardcoded into the shader. Update the shader to update the enabled clipplanes */
583 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
585 device->shader_backend->shader_select(context, use_ps(state), TRUE);
586 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
587 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
591 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
592 * of already set values
595 /* If enabling / disabling all
596 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
598 if (state->render_states[WINED3D_RS_CLIPPING])
600 enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
601 disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
603 else
605 disable = 0xffffffff;
606 enable = 0x00;
609 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
610 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
611 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
612 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
613 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
614 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
616 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
617 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
618 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
619 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
620 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
621 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
624 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
626 const struct wined3d_gl_info *gl_info = context->gl_info;
627 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
628 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
629 * specular color. This is wrong:
630 * Separate specular color means the specular colour is maintained separately, whereas
631 * single color means it is merged in. However in both cases they are being used to
632 * some extent.
633 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
634 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
635 * running 1.4 yet!
638 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
639 * Instead, we need to setup the FinalCombiner properly.
641 * The default setup for the FinalCombiner is:
643 * <variable> <input> <mapping> <usage>
644 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
645 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
646 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
647 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
648 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
649 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
650 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
652 * That's pretty much fine as it is, except for variable B, which needs to take
653 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
654 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
657 TRACE("Setting specular enable state and materials\n");
658 if (state->render_states[WINED3D_RS_SPECULARENABLE])
660 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
661 checkGLcall("glMaterialfv");
663 if (state->material.power > gl_info->limits.shininess)
665 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
666 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
667 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
668 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
669 * them, it should be safe to do so without major visual distortions.
671 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
672 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
674 else
676 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
678 checkGLcall("glMaterialf(GL_SHININESS)");
680 if (gl_info->supported[EXT_SECONDARY_COLOR])
682 glEnable(GL_COLOR_SUM_EXT);
684 else
686 TRACE("Specular colors cannot be enabled in this version of opengl\n");
688 checkGLcall("glEnable(GL_COLOR_SUM)");
690 if (gl_info->supported[NV_REGISTER_COMBINERS])
692 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
693 checkGLcall("glFinalCombinerInputNV()");
695 } else {
696 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
698 /* for the case of enabled lighting: */
699 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
700 checkGLcall("glMaterialfv");
702 /* for the case of disabled lighting: */
703 if (gl_info->supported[EXT_SECONDARY_COLOR])
705 glDisable(GL_COLOR_SUM_EXT);
707 else
709 TRACE("Specular colors cannot be disabled in this version of opengl\n");
711 checkGLcall("glDisable(GL_COLOR_SUM)");
713 if (gl_info->supported[NV_REGISTER_COMBINERS])
715 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
716 checkGLcall("glFinalCombinerInputNV()");
720 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
721 state->material.diffuse.r, state->material.diffuse.g,
722 state->material.diffuse.b, state->material.diffuse.a);
723 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
724 state->material.ambient.r, state->material.ambient.g,
725 state->material.ambient.b, state->material.ambient.a);
726 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
727 state->material.specular.r, state->material.specular.g,
728 state->material.specular.b, state->material.specular.a);
729 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
730 state->material.emissive.r, state->material.emissive.g,
731 state->material.emissive.b, state->material.emissive.a);
733 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
734 checkGLcall("glMaterialfv(GL_AMBIENT)");
735 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
736 checkGLcall("glMaterialfv(GL_DIFFUSE)");
737 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
738 checkGLcall("glMaterialfv(GL_EMISSION)");
741 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
743 const struct wined3d_gl_info *gl_info = context->gl_info;
744 unsigned int i;
746 /* Note the texture color applies to all textures whereas
747 * GL_TEXTURE_ENV_COLOR applies to active only. */
748 float col[4];
749 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
751 /* And now the default texture color as well */
752 for (i = 0; i < gl_info->limits.texture_stages; ++i)
754 /* Note the WINED3D_RS value applies to all textures, but GL has one
755 * per texture, so apply it now ready to be used! */
756 context_active_texture(context, gl_info, i);
758 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
759 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
763 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
764 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
766 const struct wined3d_gl_info *gl_info = context->gl_info;
768 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
769 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
770 GL_EXTCALL(glActiveStencilFaceEXT(face));
771 checkGLcall("glActiveStencilFaceEXT(...)");
772 glStencilFunc(func, ref, mask);
773 checkGLcall("glStencilFunc(...)");
774 glStencilOp(stencilFail, depthFail, stencilPass);
775 checkGLcall("glStencilOp(...)");
778 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
780 const struct wined3d_gl_info *gl_info = context->gl_info;
781 DWORD onesided_enable = FALSE;
782 DWORD twosided_enable = FALSE;
783 GLint func = GL_ALWAYS;
784 GLint func_ccw = GL_ALWAYS;
785 GLint ref = 0;
786 GLuint mask = 0;
787 GLint stencilFail = GL_KEEP;
788 GLint depthFail = GL_KEEP;
789 GLint stencilPass = GL_KEEP;
790 GLint stencilFail_ccw = GL_KEEP;
791 GLint depthFail_ccw = GL_KEEP;
792 GLint stencilPass_ccw = GL_KEEP;
794 /* No stencil test without a stencil buffer. */
795 if (!state->fb->depth_stencil)
797 glDisable(GL_STENCIL_TEST);
798 checkGLcall("glDisable GL_STENCIL_TEST");
799 return;
802 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
803 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
804 if (!(func = CompareFunc(state->render_states[WINED3D_RS_STENCILFUNC])))
805 func = GL_ALWAYS;
806 if (!(func_ccw = CompareFunc(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
807 func_ccw = GL_ALWAYS;
808 ref = state->render_states[WINED3D_RS_STENCILREF];
809 mask = state->render_states[WINED3D_RS_STENCILMASK];
810 stencilFail = StencilOp(state->render_states[WINED3D_RS_STENCILFAIL]);
811 depthFail = StencilOp(state->render_states[WINED3D_RS_STENCILZFAIL]);
812 stencilPass = StencilOp(state->render_states[WINED3D_RS_STENCILPASS]);
813 stencilFail_ccw = StencilOp(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
814 depthFail_ccw = StencilOp(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
815 stencilPass_ccw = StencilOp(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
817 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
818 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
819 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
820 onesided_enable, twosided_enable, ref, mask,
821 func, stencilFail, depthFail, stencilPass,
822 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
824 if (twosided_enable && onesided_enable) {
825 glEnable(GL_STENCIL_TEST);
826 checkGLcall("glEnable GL_STENCIL_TEST");
828 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
830 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
831 * which has an effect on the code below too. If we apply the front face
832 * afterwards, we are sure that the active stencil face is set to front,
833 * and other stencil functions which do not use two sided stencil do not have
834 * to set it back
836 renderstate_stencil_twosided(context, GL_BACK,
837 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
838 renderstate_stencil_twosided(context, GL_FRONT,
839 func, ref, mask, stencilFail, depthFail, stencilPass);
841 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
843 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
844 checkGLcall("glStencilFuncSeparateATI(...)");
845 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
846 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
847 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
848 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
849 } else {
850 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
853 else if(onesided_enable)
855 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
857 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
858 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
861 /* This code disables the ATI extension as well, since the standard stencil functions are equal
862 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
864 glEnable(GL_STENCIL_TEST);
865 checkGLcall("glEnable GL_STENCIL_TEST");
866 glStencilFunc(func, ref, mask);
867 checkGLcall("glStencilFunc(...)");
868 glStencilOp(stencilFail, depthFail, stencilPass);
869 checkGLcall("glStencilOp(...)");
870 } else {
871 glDisable(GL_STENCIL_TEST);
872 checkGLcall("glDisable GL_STENCIL_TEST");
876 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
878 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
879 const struct wined3d_gl_info *gl_info = context->gl_info;
881 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
882 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
883 glStencilMask(mask);
884 checkGLcall("glStencilMask");
885 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
886 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
887 glStencilMask(mask);
890 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
892 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
894 glStencilMask(mask);
895 checkGLcall("glStencilMask");
898 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
901 const struct wined3d_gl_info *gl_info = context->gl_info;
902 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
904 if (!state->render_states[WINED3D_RS_FOGENABLE])
905 return;
907 /* Table fog on: Never use fog coords, and use per-fragment fog */
908 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3DFOG_NONE)
910 glHint(GL_FOG_HINT, GL_NICEST);
911 if(context->fog_coord) {
912 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
913 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
914 context->fog_coord = FALSE;
917 /* Range fog is only used with per-vertex fog in d3d */
918 if (gl_info->supported[NV_FOG_DISTANCE])
920 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
921 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
923 return;
926 /* Otherwise use per-vertex fog in any case */
927 glHint(GL_FOG_HINT, GL_FASTEST);
929 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
931 /* No fog at all, or transformed vertices: Use fog coord */
932 if(!context->fog_coord) {
933 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
934 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
935 context->fog_coord = TRUE;
938 else
940 /* Otherwise, use the fragment depth */
941 if(context->fog_coord) {
942 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
943 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
944 context->fog_coord = FALSE;
947 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
949 if (gl_info->supported[NV_FOG_DISTANCE])
951 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
952 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
954 else
956 WARN("Range fog enabled, but not supported by this GL implementation.\n");
959 else if (gl_info->supported[NV_FOG_DISTANCE])
961 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
962 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
967 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
969 float fogstart, fogend;
970 union {
971 DWORD d;
972 float f;
973 } tmpvalue;
975 switch(context->fog_source) {
976 case FOGSOURCE_VS:
977 fogstart = 1.0f;
978 fogend = 0.0f;
979 break;
981 case FOGSOURCE_COORD:
982 fogstart = 255.0f;
983 fogend = 0.0f;
984 break;
986 case FOGSOURCE_FFP:
987 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
988 fogstart = tmpvalue.f;
989 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
990 fogend = tmpvalue.f;
991 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
992 if(fogstart == fogend) {
993 fogstart = -1.0f / 0.0f;
994 fogend = 0.0f;
996 break;
998 default:
999 /* This should not happen.context->fog_source is set in wined3d, not the app.
1000 * Still this is needed to make the compiler happy
1002 ERR("Unexpected fog coordinate source\n");
1003 fogstart = 0.0f;
1004 fogend = 0.0f;
1007 glFogf(GL_FOG_START, fogstart);
1008 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1009 TRACE("Fog Start == %f\n", fogstart);
1011 glFogf(GL_FOG_END, fogend);
1012 checkGLcall("glFogf(GL_FOG_END, fogend)");
1013 TRACE("Fog End == %f\n", fogend);
1016 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1018 enum fogsource new_source;
1020 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1022 if (!state->render_states[WINED3D_RS_FOGENABLE])
1024 /* No fog? Disable it, and we're done :-) */
1025 glDisableWINE(GL_FOG);
1026 checkGLcall("glDisable GL_FOG");
1027 return;
1030 /* Fog Rules:
1032 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1033 * It can use the Z value of the vertex, or the alpha component of the specular color.
1034 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1035 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1036 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1038 * FOGTABLEMODE != NONE:
1039 * The Z value is used, with the equation specified, no matter what vertex type.
1041 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1042 * Per vertex fog is calculated using the specified fog equation and the parameters
1044 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1045 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1046 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1049 * Rules for vertex fog with shaders:
1051 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1052 * the fog computation to happen during transformation while openGL expects it to happen
1053 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1054 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1055 * To solve this problem, WineD3D does:
1056 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1057 * shader,
1058 * and 2) disables the fog computation (in either the fixed function or programmable
1059 * rasterizer) if using a vertex program.
1061 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1062 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1063 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1064 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1065 * There are some GL differences between specular fog coords and vertex shaders though.
1067 * With table fog the vertex shader fog coordinate is ignored.
1069 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1070 * without shaders).
1073 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1074 * the system will apply only pixel(=table) fog effects."
1076 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
1078 if (use_vs(state))
1080 glFogi(GL_FOG_MODE, GL_LINEAR);
1081 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1082 new_source = FOGSOURCE_VS;
1084 else
1086 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1088 /* If processed vertices are used, fall through to the NONE case */
1089 case WINED3DFOG_EXP:
1090 if(!context->last_was_rhw) {
1091 glFogi(GL_FOG_MODE, GL_EXP);
1092 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1093 new_source = FOGSOURCE_FFP;
1094 break;
1096 /* drop through */
1098 case WINED3DFOG_EXP2:
1099 if(!context->last_was_rhw) {
1100 glFogi(GL_FOG_MODE, GL_EXP2);
1101 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1102 new_source = FOGSOURCE_FFP;
1103 break;
1105 /* drop through */
1107 case WINED3DFOG_LINEAR:
1108 if(!context->last_was_rhw) {
1109 glFogi(GL_FOG_MODE, GL_LINEAR);
1110 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1111 new_source = FOGSOURCE_FFP;
1112 break;
1114 /* drop through */
1116 case WINED3DFOG_NONE:
1117 /* Both are none? According to msdn the alpha channel of the specular
1118 * color contains a fog factor. Set it in drawStridedSlow.
1119 * Same happens with Vertexfog on transformed vertices
1121 new_source = FOGSOURCE_COORD;
1122 glFogi(GL_FOG_MODE, GL_LINEAR);
1123 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1124 break;
1126 default:
1127 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1128 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1129 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1132 } else {
1133 new_source = FOGSOURCE_FFP;
1135 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1137 case WINED3DFOG_EXP:
1138 glFogi(GL_FOG_MODE, GL_EXP);
1139 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1140 break;
1142 case WINED3DFOG_EXP2:
1143 glFogi(GL_FOG_MODE, GL_EXP2);
1144 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1145 break;
1147 case WINED3DFOG_LINEAR:
1148 glFogi(GL_FOG_MODE, GL_LINEAR);
1149 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1150 break;
1152 case WINED3DFOG_NONE: /* Won't happen */
1153 default:
1154 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1155 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1159 glEnableWINE(GL_FOG);
1160 checkGLcall("glEnable GL_FOG");
1161 if (new_source != context->fog_source)
1163 context->fog_source = new_source;
1164 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1168 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1170 float col[4];
1172 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
1173 glFogfv(GL_FOG_COLOR, &col[0]);
1174 checkGLcall("glFog GL_FOG_COLOR");
1177 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1179 union {
1180 DWORD d;
1181 float f;
1182 } tmpvalue;
1184 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1185 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1186 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1189 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1191 const struct wined3d_device *device = context->swapchain->device;
1192 GLenum Parm = 0;
1194 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1195 * The vertex declaration will call this function if the fixed function pipeline is used.
1198 if(isStateDirty(context, STATE_VDECL)) {
1199 return;
1202 context->num_untracked_materials = 0;
1203 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1204 && state->render_states[WINED3D_RS_COLORVERTEX])
1206 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1207 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1208 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1209 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1210 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1212 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1214 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1215 Parm = GL_AMBIENT_AND_DIFFUSE;
1216 else
1217 Parm = GL_DIFFUSE;
1218 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1220 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1221 context->num_untracked_materials++;
1223 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1225 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1226 context->num_untracked_materials++;
1229 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1231 Parm = GL_AMBIENT;
1232 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1234 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1235 context->num_untracked_materials++;
1237 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1239 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1240 context->num_untracked_materials++;
1243 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1245 Parm = GL_EMISSION;
1246 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1248 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1249 context->num_untracked_materials++;
1252 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1254 Parm = GL_SPECULAR;
1258 /* Nothing changed, return. */
1259 if (Parm == context->tracking_parm) return;
1261 if(!Parm) {
1262 glDisable(GL_COLOR_MATERIAL);
1263 checkGLcall("glDisable GL_COLOR_MATERIAL");
1264 } else {
1265 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1266 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1267 glEnable(GL_COLOR_MATERIAL);
1268 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1271 /* Apparently calls to glMaterialfv are ignored for properties we're
1272 * tracking with glColorMaterial, so apply those here. */
1273 switch (context->tracking_parm) {
1274 case GL_AMBIENT_AND_DIFFUSE:
1275 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1276 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1277 checkGLcall("glMaterialfv");
1278 break;
1280 case GL_DIFFUSE:
1281 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1282 checkGLcall("glMaterialfv");
1283 break;
1285 case GL_AMBIENT:
1286 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1287 checkGLcall("glMaterialfv");
1288 break;
1290 case GL_EMISSION:
1291 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1292 checkGLcall("glMaterialfv");
1293 break;
1295 case GL_SPECULAR:
1296 /* Only change material color if specular is enabled, otherwise it is set to black */
1297 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1299 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1300 checkGLcall("glMaterialfv");
1302 else
1304 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1305 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1306 checkGLcall("glMaterialfv");
1308 break;
1311 context->tracking_parm = Parm;
1314 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1316 union
1318 DWORD d;
1319 struct wined3d_line_pattern lp;
1320 } tmppattern;
1321 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1323 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1325 if (tmppattern.lp.repeat_factor)
1327 glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1328 checkGLcall("glLineStipple(repeat, linepattern)");
1329 glEnable(GL_LINE_STIPPLE);
1330 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1332 else
1334 glDisable(GL_LINE_STIPPLE);
1335 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1339 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1341 if (isStateDirty(context, STATE_VDECL))
1342 return;
1344 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1345 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1346 * by zero and is not properly defined in opengl, so avoid it
1348 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1349 && (context->swapchain->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1351 glEnable(GL_NORMALIZE);
1352 checkGLcall("glEnable(GL_NORMALIZE);");
1354 else
1356 glDisable(GL_NORMALIZE);
1357 checkGLcall("glDisable(GL_NORMALIZE);");
1361 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1363 union {
1364 DWORD d;
1365 float f;
1366 } tmpvalue;
1368 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1369 if (tmpvalue.f != 1.0f)
1371 FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1373 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1374 if (tmpvalue.f != 64.0f)
1376 FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1381 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1383 const struct wined3d_gl_info *gl_info = context->gl_info;
1384 union
1386 DWORD d;
1387 float f;
1388 } min, max;
1390 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1391 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1393 /* Max point size trumps min point size */
1394 if(min.f > max.f) {
1395 min.f = max.f;
1398 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1399 checkGLcall("glPointParameterfEXT(...)");
1400 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1401 checkGLcall("glPointParameterfEXT(...)");
1404 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1406 const struct wined3d_gl_info *gl_info = context->gl_info;
1407 union
1409 DWORD d;
1410 float f;
1411 } min, max;
1413 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1414 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1416 /* Max point size trumps min point size */
1417 if(min.f > max.f) {
1418 min.f = max.f;
1421 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1422 checkGLcall("glPointParameterfARB(...)");
1423 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1424 checkGLcall("glPointParameterfARB(...)");
1427 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1429 const struct wined3d_gl_info *gl_info = context->gl_info;
1430 /* TODO: Group this with the viewport */
1432 * POINTSCALEENABLE controls how point size value is treated. If set to
1433 * true, the point size is scaled with respect to height of viewport.
1434 * When set to false point size is in pixels.
1437 /* Default values */
1438 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1439 union {
1440 DWORD d;
1441 float f;
1442 } pointSize, A, B, C;
1444 pointSize.d = state->render_states[WINED3D_RS_POINTSIZE];
1445 A.d = state->render_states[WINED3D_RS_POINTSCALE_A];
1446 B.d = state->render_states[WINED3D_RS_POINTSCALE_B];
1447 C.d = state->render_states[WINED3D_RS_POINTSCALE_C];
1449 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1451 DWORD h = state->viewport.height;
1452 GLfloat scaleFactor;
1454 if (pointSize.f < gl_info->limits.pointsize_min)
1456 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1457 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1458 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1459 * are less than 1.0f. scale_factor = 1.0f / point_size.
1461 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1462 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1463 * is 1.0, but then accepts points below that and draws too small points
1465 pointSize.f = gl_info->limits.pointsize_min;
1467 else if(pointSize.f > gl_info->limits.pointsize_max)
1469 /* gl already scales the input to glPointSize,
1470 * d3d scales the result after the point size scale.
1471 * If the point size is bigger than the max size, use the
1472 * scaling to scale it bigger, and set the gl point size to max
1474 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1475 TRACE("scale: %f\n", scaleFactor);
1476 pointSize.f = gl_info->limits.pointsize_max;
1477 } else {
1478 scaleFactor = 1.0f;
1480 scaleFactor = powf(h * scaleFactor, 2);
1482 att[0] = A.f / scaleFactor;
1483 att[1] = B.f / scaleFactor;
1484 att[2] = C.f / scaleFactor;
1487 if (gl_info->supported[ARB_POINT_PARAMETERS])
1489 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1490 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1492 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1494 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1495 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1497 else if (state->render_states[WINED3D_RS_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(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1508 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1511 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1513 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1514 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1515 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1516 DWORD mask3 = state->render_states[WINED3D_RS_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("WINED3D_RS_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(const struct wined3d_gl_info *gl_info, 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(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1549 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1552 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1554 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1557 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1559 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1562 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1564 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1567 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1569 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1571 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1572 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1573 } else {
1574 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1575 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1579 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1581 if (state->render_states[WINED3D_RS_LASTPIXEL])
1583 TRACE("Last Pixel Drawing Enabled\n");
1585 else
1587 static BOOL warned;
1588 if (!warned) {
1589 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1590 warned = TRUE;
1591 } else {
1592 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1597 static void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1599 static BOOL warned;
1601 /* TODO: NV_POINT_SPRITE */
1602 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1604 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1605 FIXME("Point sprites not supported\n");
1606 warned = TRUE;
1610 static void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1612 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1614 glEnable(GL_POINT_SPRITE_ARB);
1615 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1616 } else {
1617 glDisable(GL_POINT_SPRITE_ARB);
1618 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1622 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1624 if (state->render_states[WINED3D_RS_WRAP0]
1625 || state->render_states[WINED3D_RS_WRAP1]
1626 || state->render_states[WINED3D_RS_WRAP2]
1627 || state->render_states[WINED3D_RS_WRAP3]
1628 || state->render_states[WINED3D_RS_WRAP4]
1629 || state->render_states[WINED3D_RS_WRAP5]
1630 || state->render_states[WINED3D_RS_WRAP6]
1631 || state->render_states[WINED3D_RS_WRAP7]
1632 || state->render_states[WINED3D_RS_WRAP8]
1633 || state->render_states[WINED3D_RS_WRAP9]
1634 || state->render_states[WINED3D_RS_WRAP10]
1635 || state->render_states[WINED3D_RS_WRAP11]
1636 || state->render_states[WINED3D_RS_WRAP12]
1637 || state->render_states[WINED3D_RS_WRAP13]
1638 || state->render_states[WINED3D_RS_WRAP14]
1639 || state->render_states[WINED3D_RS_WRAP15])
1640 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1643 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1645 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1646 WARN("Multisample antialiasing not supported by GL.\n");
1649 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1651 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1653 glEnable(GL_MULTISAMPLE_ARB);
1654 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1655 } else {
1656 glDisable(GL_MULTISAMPLE_ARB);
1657 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1661 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1663 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1665 glEnable(GL_SCISSOR_TEST);
1666 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1667 } else {
1668 glDisable(GL_SCISSOR_TEST);
1669 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1673 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1674 * OpenGL the bias is specified in units of "the smallest value that is
1675 * guaranteed to produce a resolvable offset for a given implementation". To
1676 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1677 * There's no practical way to retrieve that value from a given GL
1678 * implementation, but the D3D application has essentially the same problem,
1679 * which makes a guess of the depth buffer format's highest possible value a
1680 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1681 * depth slope, and doesn't need to be scaled. */
1682 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1684 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1685 || state->render_states[WINED3D_RS_DEPTHBIAS])
1687 const struct wined3d_surface *depth = state->fb->depth_stencil;
1688 float scale;
1690 union
1692 DWORD d;
1693 float f;
1694 } scale_bias, const_bias;
1696 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1697 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1699 glEnable(GL_POLYGON_OFFSET_FILL);
1700 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1702 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1704 float bias = -(float)const_bias.d;
1705 glPolygonOffset(bias, bias);
1706 checkGLcall("glPolygonOffset");
1708 else
1710 if (depth)
1712 const struct wined3d_format *fmt = depth->resource.format;
1713 scale = powf(2, fmt->depth_size) - 1;
1714 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1715 debug_d3dformat(fmt->id), scale);
1717 else
1719 /* The context manager will reapply this state on a depth stencil change */
1720 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1721 scale = 0.0f;
1724 glPolygonOffset(scale_bias.f, const_bias.f * scale);
1725 checkGLcall("glPolygonOffset(...)");
1728 else
1730 glDisable(GL_POLYGON_OFFSET_FILL);
1731 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1735 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1737 if (state->render_states[WINED3D_RS_ZVISIBLE])
1738 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1741 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1743 if (state->render_states[WINED3D_RS_TEXTUREPERSPECTIVE])
1745 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1746 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1747 } else {
1748 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1749 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1753 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1755 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1756 FIXME("Stippled Alpha not supported yet.\n");
1759 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1761 if (state->render_states[WINED3D_RS_ANTIALIAS])
1762 FIXME("Antialias not supported yet.\n");
1765 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1767 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1768 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1769 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1772 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1774 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1775 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1776 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1779 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1781 union {
1782 DWORD d;
1783 float f;
1784 } tmpvalue;
1785 tmpvalue.f = 1.0f;
1787 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1789 static BOOL displayed = FALSE;
1791 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1792 if(!displayed)
1793 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1795 displayed = TRUE;
1799 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1801 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1802 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1803 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1806 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1808 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1809 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1810 state->render_states[WINED3D_RS_NORMALDEGREE]);
1813 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1815 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1816 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1817 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1820 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1822 union {
1823 DWORD d;
1824 float f;
1825 } zmin, zmax;
1827 const struct wined3d_gl_info *gl_info = context->gl_info;
1829 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1831 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1832 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1834 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1835 * In d3d9 test is not performed in this case*/
1836 if (zmin.f <= zmax.f)
1838 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1839 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1840 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1841 checkGLcall("glDepthBoundsEXT(...)");
1843 else {
1844 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1845 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1848 else {
1849 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1850 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1853 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1856 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1858 if (state->render_states[WINED3D_RS_WRAPU])
1859 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1862 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1864 if (state->render_states[WINED3D_RS_WRAPV])
1865 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1868 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1870 if (state->render_states[WINED3D_RS_MONOENABLE])
1871 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1874 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1876 if (state->render_states[WINED3D_RS_ROP2])
1877 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1880 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1882 if (state->render_states[WINED3D_RS_PLANEMASK])
1883 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1886 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1888 if (state->render_states[WINED3D_RS_SUBPIXEL])
1889 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1892 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1894 if (state->render_states[WINED3D_RS_SUBPIXELX])
1895 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1898 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1900 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1901 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1904 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1906 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1907 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1910 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1912 if (state->render_states[WINED3D_RS_ANISOTROPY])
1913 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1916 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1918 if (state->render_states[WINED3D_RS_FLUSHBATCH])
1919 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
1922 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1924 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
1925 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1928 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1930 if (state->render_states[WINED3D_RS_EXTENTS])
1931 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
1934 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1936 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
1937 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
1940 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1942 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
1943 FIXME("Software vertex processing not implemented.\n");
1946 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1947 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1948 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1949 * flag specifies the complement of the input should be used. */
1950 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1951 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1953 /* Calculate the operand */
1954 if (complement) {
1955 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1956 else *operand = GL_ONE_MINUS_SRC_COLOR;
1957 } else {
1958 if (from_alpha) *operand = GL_SRC_ALPHA;
1959 else *operand = GL_SRC_COLOR;
1962 /* Calculate the source */
1963 switch (arg & WINED3DTA_SELECTMASK) {
1964 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1965 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1966 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1967 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1968 case WINED3DTA_SPECULAR:
1970 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1971 * 'Secondary color' and isn't supported until base GL supports it
1972 * There is no concept of temp registers as far as I can tell
1974 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1975 *source = GL_TEXTURE;
1976 break;
1977 default:
1978 FIXME("Unrecognized texture arg %#x\n", arg);
1979 *source = GL_TEXTURE;
1980 break;
1984 /* Setup the texture operations texture stage states */
1985 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1986 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1988 GLenum src1, src2, src3;
1989 GLenum opr1, opr2, opr3;
1990 GLenum comb_target;
1991 GLenum src0_target, src1_target, src2_target;
1992 GLenum opr0_target, opr1_target, opr2_target;
1993 GLenum scal_target;
1994 GLenum opr=0, invopr, src3_target, opr3_target;
1995 BOOL Handled = FALSE;
1997 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1999 /* This is called by a state handler which has the gl lock held and a context for the thread */
2001 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
2002 the form (a1 <operation> a2). However, some of the more complex operations
2003 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
2004 in a third parameter called a0. Therefore these are operations of the form
2005 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2007 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2008 functions below, expect their syntax to differ slightly to those listed in the
2009 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2010 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2012 if (isAlpha)
2014 comb_target = GL_COMBINE_ALPHA;
2015 src0_target = GL_SOURCE0_ALPHA;
2016 src1_target = GL_SOURCE1_ALPHA;
2017 src2_target = GL_SOURCE2_ALPHA;
2018 opr0_target = GL_OPERAND0_ALPHA;
2019 opr1_target = GL_OPERAND1_ALPHA;
2020 opr2_target = GL_OPERAND2_ALPHA;
2021 scal_target = GL_ALPHA_SCALE;
2023 else
2025 comb_target = GL_COMBINE_RGB;
2026 src0_target = GL_SOURCE0_RGB;
2027 src1_target = GL_SOURCE1_RGB;
2028 src2_target = GL_SOURCE2_RGB;
2029 opr0_target = GL_OPERAND0_RGB;
2030 opr1_target = GL_OPERAND1_RGB;
2031 opr2_target = GL_OPERAND2_RGB;
2032 scal_target = GL_RGB_SCALE;
2035 /* If a texture stage references an invalid texture unit the stage just
2036 * passes through the result from the previous stage */
2037 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2039 arg1 = WINED3DTA_CURRENT;
2040 op = WINED3DTOP_SELECTARG1;
2043 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2045 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2046 } else {
2047 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2049 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2050 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2052 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2054 Handled = TRUE; /* Assume will be handled */
2056 /* Other texture operations require special extensions: */
2057 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2059 if (isAlpha) {
2060 opr = GL_SRC_ALPHA;
2061 invopr = GL_ONE_MINUS_SRC_ALPHA;
2062 src3_target = GL_SOURCE3_ALPHA_NV;
2063 opr3_target = GL_OPERAND3_ALPHA_NV;
2064 } else {
2065 opr = GL_SRC_COLOR;
2066 invopr = GL_ONE_MINUS_SRC_COLOR;
2067 src3_target = GL_SOURCE3_RGB_NV;
2068 opr3_target = GL_OPERAND3_RGB_NV;
2070 switch (op) {
2071 case WINED3DTOP_DISABLE: /* Only for alpha */
2072 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2073 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2074 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2075 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2076 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2077 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2078 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2079 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2080 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2081 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2082 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2083 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2084 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2085 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2086 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2087 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2088 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2089 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2090 break;
2091 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2092 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2093 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2094 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2095 if (op == WINED3DTOP_SELECTARG1) {
2096 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2097 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2098 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2099 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2100 } else {
2101 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2102 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2103 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2104 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2106 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2107 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2108 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2109 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2110 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2111 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2112 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2113 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2114 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2115 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2116 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2117 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2118 break;
2120 case WINED3DTOP_MODULATE:
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, 1);
2140 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2141 break;
2142 case WINED3DTOP_MODULATE2X:
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, 2);
2162 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2163 break;
2164 case WINED3DTOP_MODULATE4X:
2165 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2166 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2167 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2168 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2169 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2170 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2171 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2172 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2173 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2174 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2175 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2176 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2177 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2178 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2179 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2180 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2181 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2182 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2183 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2184 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2185 break;
2187 case WINED3DTOP_ADD:
2188 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2189 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2190 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2191 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2192 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2193 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2194 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2195 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2196 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2197 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2198 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2199 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2200 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2201 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2202 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2203 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2204 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2205 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2206 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2207 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2208 break;
2210 case WINED3DTOP_ADDSIGNED:
2211 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2212 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2213 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2214 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2215 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2216 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2217 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2218 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2219 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2220 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2221 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2222 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2223 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2224 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2225 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2226 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2227 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2228 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2229 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2230 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2231 break;
2233 case WINED3DTOP_ADDSIGNED2X:
2234 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2235 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2236 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2237 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2238 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2239 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2240 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2241 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2242 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2243 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2244 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2245 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2246 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2247 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2248 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2249 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2250 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2251 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2252 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2253 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2254 break;
2256 case WINED3DTOP_ADDSMOOTH:
2257 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2258 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2259 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2260 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2261 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2262 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2263 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2264 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2265 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2266 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2267 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2268 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2269 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2270 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2271 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2272 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2273 switch (opr1) {
2274 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2275 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2276 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2277 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2279 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2280 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2281 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2282 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2283 break;
2285 case WINED3DTOP_BLENDDIFFUSEALPHA:
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_PRIMARY_COLOR);
2293 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
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_PRIMARY_COLOR);
2301 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
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_BLENDTEXTUREALPHA:
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, GL_TEXTURE);
2315 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
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, GL_TEXTURE);
2323 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
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_BLENDFACTORALPHA:
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_CONSTANT);
2337 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
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_CONSTANT);
2345 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
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_BLENDTEXTUREALPHAPM:
2352 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2353 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2354 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2355 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2356 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2357 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
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);
2363 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2364 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2365 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2366 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2367 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2368 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2369 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2370 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2371 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2372 break;
2373 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2374 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2375 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2376 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2377 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2378 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2379 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2380 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2381 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2382 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2383 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2384 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2385 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2386 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2387 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2388 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2389 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2390 switch (opr) {
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, opr3_target, opr);
2395 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2396 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2397 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2398 break;
2399 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2400 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2401 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2402 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2403 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2404 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2405 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2406 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2407 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2408 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2409 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2410 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2411 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2412 switch (opr1) {
2413 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2414 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2416 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2417 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2418 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2419 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2420 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2421 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2422 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2423 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2424 break;
2425 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2426 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2427 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2428 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2429 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2430 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2431 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2432 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2433 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2434 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2435 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2436 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2437 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2438 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2439 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2440 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2441 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2442 switch (opr1) {
2443 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2444 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2445 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2446 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2448 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2449 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2450 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2451 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2452 break;
2453 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2454 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2455 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2456 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2457 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2458 switch (opr1) {
2459 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2460 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2461 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2462 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2464 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2465 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2466 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2467 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2468 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2469 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2470 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2471 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2472 switch (opr1) {
2473 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2474 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2476 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2477 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2478 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2479 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2480 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2481 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2482 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2483 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2484 break;
2485 case WINED3DTOP_MULTIPLYADD:
2486 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2487 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2488 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2489 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2490 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2491 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2492 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2493 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2494 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2495 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2496 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2497 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2498 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2499 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2500 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2501 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2502 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2503 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2504 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2505 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2506 break;
2508 case WINED3DTOP_BUMPENVMAP:
2512 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2513 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2515 default:
2516 Handled = FALSE;
2518 if (Handled) {
2519 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2520 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2522 return;
2524 } /* GL_NV_texture_env_combine4 */
2526 Handled = TRUE; /* Again, assume handled */
2527 switch (op) {
2528 case WINED3DTOP_DISABLE: /* Only for alpha */
2529 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2530 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2531 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2532 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2533 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2534 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2535 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2536 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2537 break;
2538 case WINED3DTOP_SELECTARG1:
2539 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2540 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2541 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2542 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2543 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2544 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2545 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2546 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2547 break;
2548 case WINED3DTOP_SELECTARG2:
2549 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2550 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2551 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2552 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2553 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2554 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2555 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2556 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2557 break;
2558 case WINED3DTOP_MODULATE:
2559 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2560 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2561 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2562 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2563 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2564 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2565 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2566 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2567 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2568 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2569 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2570 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2571 break;
2572 case WINED3DTOP_MODULATE2X:
2573 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2574 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2575 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2576 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2577 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2578 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2579 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2580 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2581 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2582 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2583 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2584 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2585 break;
2586 case WINED3DTOP_MODULATE4X:
2587 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2588 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2589 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2590 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2591 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2592 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2593 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2594 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2595 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2596 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2597 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2598 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2599 break;
2600 case WINED3DTOP_ADD:
2601 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2602 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2603 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2604 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2605 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2606 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2607 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2608 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2609 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2610 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2611 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2612 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2613 break;
2614 case WINED3DTOP_ADDSIGNED:
2615 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2616 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2617 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2618 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2619 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2620 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2621 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2622 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2623 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2624 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2625 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2626 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2627 break;
2628 case WINED3DTOP_ADDSIGNED2X:
2629 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2630 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2631 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2632 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2633 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2634 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2635 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2636 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2637 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2638 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2639 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2640 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2641 break;
2642 case WINED3DTOP_SUBTRACT:
2643 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2645 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2646 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2647 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2648 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2649 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2650 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2651 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2652 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2653 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2654 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2655 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2656 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2657 } else {
2658 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2660 break;
2662 case WINED3DTOP_BLENDDIFFUSEALPHA:
2663 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2664 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2665 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2666 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2667 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2668 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2669 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2670 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2671 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2672 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2673 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2674 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2675 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2676 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2677 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2678 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2679 break;
2680 case WINED3DTOP_BLENDTEXTUREALPHA:
2681 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2682 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2683 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2684 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2685 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2686 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2687 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2688 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2689 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2690 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2691 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2692 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2693 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2694 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2695 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2696 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2697 break;
2698 case WINED3DTOP_BLENDFACTORALPHA:
2699 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2700 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2701 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2702 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2703 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2704 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2705 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2706 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2707 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2708 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2709 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2710 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2711 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2712 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2713 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2714 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2715 break;
2716 case WINED3DTOP_BLENDCURRENTALPHA:
2717 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2718 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2719 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2720 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2721 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2722 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2723 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2724 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2725 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2726 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2727 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2728 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2729 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2730 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2731 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2732 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2733 break;
2734 case WINED3DTOP_DOTPRODUCT3:
2735 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2737 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2738 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2740 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2742 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2743 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2744 } else {
2745 FIXME("This version of opengl does not support GL_DOT3\n");
2747 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2748 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2749 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2750 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2751 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2752 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2753 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2754 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2755 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2756 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2757 break;
2758 case WINED3DTOP_LERP:
2759 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2760 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2761 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2762 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2763 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2764 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2765 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2766 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2767 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2768 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2769 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2770 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2771 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2772 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2773 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2774 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2775 break;
2776 case WINED3DTOP_ADDSMOOTH:
2777 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2779 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2780 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2781 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2782 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2783 switch (opr1) {
2784 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2785 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2786 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2787 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2789 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2790 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
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_BLENDTEXTUREALPHAPM:
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, GL_TEXTURE);
2810 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2811 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2812 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2813 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2814 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2815 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2816 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2817 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2818 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2819 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2820 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2821 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2822 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2823 } else
2824 Handled = FALSE;
2825 break;
2826 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2827 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2829 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2830 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2831 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2832 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2833 switch (opr1) {
2834 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2835 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2836 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2837 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2839 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2840 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2841 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2842 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2843 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2844 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2845 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2846 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2847 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2848 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2849 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2850 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2851 } else
2852 Handled = FALSE;
2853 break;
2854 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2855 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2857 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2858 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2859 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2860 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2861 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2862 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2863 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2864 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2865 switch (opr1) {
2866 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2867 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2868 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2869 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2871 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2872 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2873 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2874 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2875 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2876 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2877 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2878 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2879 } else
2880 Handled = FALSE;
2881 break;
2882 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2883 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2885 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2886 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2887 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2888 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2889 switch (opr1) {
2890 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2891 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2892 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2893 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2895 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2896 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2897 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2898 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2899 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2900 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2901 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2902 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2903 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2904 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2905 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2906 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2907 } else
2908 Handled = FALSE;
2909 break;
2910 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2911 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2913 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2914 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2915 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2916 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2917 switch (opr1) {
2918 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2919 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2920 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2921 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2923 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2924 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2925 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2926 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2927 switch (opr1) {
2928 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2929 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2930 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2931 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2933 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2934 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
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_MULTIPLYADD:
2945 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2947 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2948 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2949 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2950 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2951 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2952 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2953 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2954 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2955 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2956 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2957 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2958 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2959 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2960 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2961 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2962 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2963 } else
2964 Handled = FALSE;
2965 break;
2966 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2967 case WINED3DTOP_BUMPENVMAP:
2968 if (gl_info->supported[NV_TEXTURE_SHADER2])
2970 /* Technically texture shader support without register combiners is possible, but not expected to occur
2971 * on real world cards, so for now a fixme should be enough
2973 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2975 default:
2976 Handled = FALSE;
2979 if (Handled) {
2980 BOOL combineOK = TRUE;
2981 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2983 DWORD op2;
2985 if (isAlpha)
2986 op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
2987 else
2988 op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
2990 /* Note: If COMBINE4 in effect can't go back to combine! */
2991 switch (op2) {
2992 case WINED3DTOP_ADDSMOOTH:
2993 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2994 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2995 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2996 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2997 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2998 case WINED3DTOP_MULTIPLYADD:
2999 /* Ignore those implemented in both cases */
3000 switch (op) {
3001 case WINED3DTOP_SELECTARG1:
3002 case WINED3DTOP_SELECTARG2:
3003 combineOK = FALSE;
3004 Handled = FALSE;
3005 break;
3006 default:
3007 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3008 return;
3013 if (combineOK)
3015 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3016 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3018 return;
3022 /* After all the extensions, if still unhandled, report fixme */
3023 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3027 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3029 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3030 const struct wined3d_device *device = context->swapchain->device;
3031 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3032 DWORD mapped_stage = device->texUnitMap[stage];
3033 const struct wined3d_gl_info *gl_info = context->gl_info;
3035 TRACE("Setting color op for stage %d\n", stage);
3037 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3038 if (use_ps(state)) return;
3040 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3042 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3044 if (tex_used && mapped_stage >= gl_info->limits.textures)
3046 FIXME("Attempt to enable unsupported stage!\n");
3047 return;
3049 context_active_texture(context, gl_info, mapped_stage);
3052 if (stage >= state->lowest_disabled_stage)
3054 TRACE("Stage disabled\n");
3055 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3057 /* Disable everything here */
3058 glDisable(GL_TEXTURE_2D);
3059 checkGLcall("glDisable(GL_TEXTURE_2D)");
3060 glDisable(GL_TEXTURE_3D);
3061 checkGLcall("glDisable(GL_TEXTURE_3D)");
3062 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3064 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3065 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3067 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3069 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3070 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3073 /* All done */
3074 return;
3077 /* The sampler will also activate the correct texture dimensions, so no
3078 * need to do it here if the sampler for this stage is dirty. */
3079 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3080 texture_activate_dimensions(state->textures[stage], gl_info);
3082 set_tex_op(gl_info, state, FALSE, stage,
3083 state->texture_states[stage][WINED3DTSS_COLOROP],
3084 state->texture_states[stage][WINED3DTSS_COLORARG1],
3085 state->texture_states[stage][WINED3DTSS_COLORARG2],
3086 state->texture_states[stage][WINED3DTSS_COLORARG0]);
3089 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3091 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3092 const struct wined3d_device *device = context->swapchain->device;
3093 BOOL tex_used = device->fixed_function_usage_map & (1 << stage);
3094 DWORD mapped_stage = device->texUnitMap[stage];
3095 const struct wined3d_gl_info *gl_info = context->gl_info;
3096 DWORD op, arg1, arg2, arg0;
3098 TRACE("Setting alpha op for stage %d\n", stage);
3099 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3100 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3102 if (tex_used && mapped_stage >= gl_info->limits.textures)
3104 FIXME("Attempt to enable unsupported stage!\n");
3105 return;
3107 context_active_texture(context, gl_info, mapped_stage);
3110 op = state->texture_states[stage][WINED3DTSS_ALPHAOP];
3111 arg1 = state->texture_states[stage][WINED3DTSS_ALPHAARG1];
3112 arg2 = state->texture_states[stage][WINED3DTSS_ALPHAARG2];
3113 arg0 = state->texture_states[stage][WINED3DTSS_ALPHAARG0];
3115 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3117 struct wined3d_texture *texture = state->textures[0];
3118 GLenum texture_dimensions = texture->target;
3120 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3122 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3124 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3126 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3127 * properly. On the other hand applications can still use texture combiners apparently. This code
3128 * takes care that apps cannot remove the texture's alpha channel entirely.
3130 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3131 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3132 * and alpha component of diffuse color to draw things like translucent text and perform other
3133 * blending effects.
3135 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3136 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3137 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3138 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3139 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3140 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3141 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3142 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3143 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3144 * alpha.
3146 * What to do with multitexturing? So far no app has been found that uses color keying with
3147 * multitexturing */
3148 if (op == WINED3DTOP_DISABLE)
3150 arg1 = WINED3DTA_TEXTURE;
3151 op = WINED3DTOP_SELECTARG1;
3153 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3155 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3157 arg2 = WINED3DTA_TEXTURE;
3158 op = WINED3DTOP_MODULATE;
3160 else arg1 = WINED3DTA_TEXTURE;
3162 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3164 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3166 arg1 = WINED3DTA_TEXTURE;
3167 op = WINED3DTOP_MODULATE;
3169 else arg2 = WINED3DTA_TEXTURE;
3175 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3176 * this if block here, and the other code(color keying, texture unit selection) are the same
3178 TRACE("Setting alpha op for stage %d\n", stage);
3179 if (gl_info->supported[NV_REGISTER_COMBINERS])
3181 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3182 mapped_stage, state->texture_states[stage][WINED3DTSS_RESULTARG]);
3184 else
3186 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3190 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3192 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3193 const struct wined3d_device *device = context->swapchain->device;
3194 const struct wined3d_gl_info *gl_info = context->gl_info;
3195 DWORD mapped_stage = device->texUnitMap[texUnit];
3196 BOOL generated;
3197 int coordIdx;
3199 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3200 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3202 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3203 return;
3206 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3207 if (mapped_stage >= gl_info->limits.textures) return;
3209 context_active_texture(context, gl_info, mapped_stage);
3210 generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3211 coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3213 set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3214 state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3215 generated, context->last_was_rhw,
3216 device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3217 ? device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3218 : WINED3DFMT_UNKNOWN,
3219 device->frag_pipe->ffp_proj_control);
3221 /* The sampler applying function calls us if this changes */
3222 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3224 if(generated) {
3225 FIXME("Non-power2 texture being used with generated texture coords\n");
3227 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3228 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3229 if (!use_ps(state))
3231 TRACE("Non power two matrix multiply fixup\n");
3232 glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3237 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3239 unsigned int texture_idx;
3241 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3243 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3244 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3248 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3249 GLuint *curVBO, const struct wined3d_state *state)
3251 const struct wined3d_device *device = context->swapchain->device;
3252 const struct wined3d_gl_info *gl_info = context->gl_info;
3253 unsigned int mapped_stage = 0;
3254 unsigned int textureNo = 0;
3256 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3258 int coordIdx = state->texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3260 mapped_stage = device->texUnitMap[textureNo];
3261 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3263 if (mapped_stage >= gl_info->limits.texture_coords)
3265 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3266 continue;
3269 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3271 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3273 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3274 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3276 if (*curVBO != e->data.buffer_object)
3278 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
3279 checkGLcall("glBindBufferARB");
3280 *curVBO = e->data.buffer_object;
3283 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3284 checkGLcall("glClientActiveTextureARB");
3286 /* The coords to supply depend completely on the fvf / vertex shader */
3287 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3288 e->data.addr + state->load_base_vertex_index * e->stride);
3289 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3291 else
3293 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3296 if (gl_info->supported[NV_REGISTER_COMBINERS])
3298 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3299 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3301 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3305 checkGLcall("loadTexCoords");
3308 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3310 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3311 const struct wined3d_device *device = context->swapchain->device;
3312 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3313 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3314 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3315 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3316 const struct wined3d_gl_info *gl_info = context->gl_info;
3317 DWORD mapped_stage = device->texUnitMap[stage];
3319 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3321 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3322 return;
3325 if (mapped_stage >= gl_info->limits.fragment_samplers)
3327 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3328 return;
3330 context_active_texture(context, gl_info, mapped_stage);
3332 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3334 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3335 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3336 * means use the vertex position (camera-space) as the input texture coordinates
3337 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3338 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3339 * to the TEXCOORDINDEX value
3341 switch (state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3343 case WINED3DTSS_TCI_PASSTHRU:
3344 /* Use the specified texture coordinates contained within the
3345 * vertex format. This value resolves to zero. */
3346 glDisable(GL_TEXTURE_GEN_S);
3347 glDisable(GL_TEXTURE_GEN_T);
3348 glDisable(GL_TEXTURE_GEN_R);
3349 glDisable(GL_TEXTURE_GEN_Q);
3350 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3351 break;
3353 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3354 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3355 * as the input texture coordinates for this stage's texture transformation. This
3356 * equates roughly to EYE_LINEAR */
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_CAMERASPACEPOSITION - Set eye plane.");
3368 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3369 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3370 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3371 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - 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_CAMERASPACEPOSITION - Enable texgen.");
3378 break;
3380 case WINED3DTSS_TCI_CAMERASPACENORMAL:
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_CAMERASPACENORMAL 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_CAMERASPACENORMAL - Set eye plane.");
3399 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3400 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3401 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3402 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - 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_CAMERASPACENORMAL - Enable texgen.");
3409 break;
3411 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3412 /* Note that NV_TEXGEN_REFLECTION support is implied when
3413 * ARB_TEXTURE_CUBE_MAP is supported */
3414 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3416 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3417 break;
3420 glMatrixMode(GL_MODELVIEW);
3421 glPushMatrix();
3422 glLoadIdentity();
3423 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3424 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3425 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3426 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3427 glPopMatrix();
3428 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3430 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3431 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3432 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3433 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3435 glEnable(GL_TEXTURE_GEN_S);
3436 glEnable(GL_TEXTURE_GEN_T);
3437 glEnable(GL_TEXTURE_GEN_R);
3438 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3440 break;
3442 case WINED3DTSS_TCI_SPHEREMAP:
3443 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3444 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3445 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3447 glEnable(GL_TEXTURE_GEN_S);
3448 glEnable(GL_TEXTURE_GEN_T);
3449 glDisable(GL_TEXTURE_GEN_R);
3450 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3452 break;
3454 default:
3455 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3456 state->texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3457 glDisable(GL_TEXTURE_GEN_S);
3458 glDisable(GL_TEXTURE_GEN_T);
3459 glDisable(GL_TEXTURE_GEN_R);
3460 glDisable(GL_TEXTURE_GEN_Q);
3461 checkGLcall("Disable texgen.");
3463 break;
3466 /* Update the texture matrix. */
3467 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage)))
3468 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS));
3470 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3471 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3472 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3473 * and do all the things linked to it
3474 * TODO: Tidy that up to reload only the arrays of the changed unit
3476 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3478 unload_tex_coords(gl_info);
3479 load_tex_coords(context, &device->strided_streams, &curVBO, state);
3483 static void tex_bumpenvlscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3485 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3486 const struct wined3d_shader *ps = state->pixel_shader;
3488 if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
3490 /* The pixel shader has to know the luminance scale. Do a constants
3491 * update if it isn't scheduled anyway. */
3492 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3493 && !isStateDirty(context, STATE_PIXELSHADER))
3494 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3498 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3500 const DWORD sampler = state_id - STATE_SAMPLER(0);
3501 const struct wined3d_texture *texture = state->textures[sampler];
3503 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3505 if(!texture) return;
3506 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3507 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3508 * scaling is reapplied or removed, the texture matrix has to be reapplied
3510 * The mapped stage is already active because the sampler() function below, which is part of the
3511 * misc pipeline
3513 if (sampler < MAX_TEXTURES)
3515 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3517 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3519 const struct wined3d_device *device = context->swapchain->device;
3521 if (texIsPow2)
3522 context->lastWasPow2Texture |= 1 << sampler;
3523 else
3524 context->lastWasPow2Texture &= ~(1 << sampler);
3526 transform_texture(context, state,
3527 STATE_TEXTURESTAGE(device->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS));
3532 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3534 const struct wined3d_device *device = context->swapchain->device;
3535 DWORD sampler = state_id - STATE_SAMPLER(0);
3536 DWORD mapped_stage = device->texUnitMap[sampler];
3537 const struct wined3d_gl_info *gl_info = context->gl_info;
3538 union {
3539 float f;
3540 DWORD d;
3541 } tmpvalue;
3543 TRACE("Sampler: %d\n", sampler);
3544 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3545 * only has to bind textures and set the per texture states
3548 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3550 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3551 return;
3554 if (mapped_stage >= gl_info->limits.combined_samplers)
3556 return;
3558 context_active_texture(context, gl_info, mapped_stage);
3560 if (state->textures[sampler])
3562 struct wined3d_texture *texture = state->textures[sampler];
3563 BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3565 texture->texture_ops->texture_bind(texture, context, srgb);
3566 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3568 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3570 tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3571 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3572 GL_TEXTURE_LOD_BIAS_EXT,
3573 tmpvalue.f);
3574 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3577 if (!use_ps(state) && sampler < state->lowest_disabled_stage)
3579 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler)
3581 /* If color keying is enabled update the alpha test, it
3582 * depends on the existence of a color key in stage 0. */
3583 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3587 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3588 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3589 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
3591 else
3593 if (sampler < state->lowest_disabled_stage)
3595 /* TODO: What should I do with pixel shaders here ??? */
3596 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler)
3598 /* If color keying is enabled update the alpha test, it
3599 * depends on the existence of a color key in stage 0. */
3600 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3602 } /* Otherwise tex_colorop disables the stage */
3603 context_bind_texture(context, GL_NONE, 0);
3607 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3609 const struct wined3d_device *device = context->swapchain->device;
3610 BOOL use_vshader = use_vs(state);
3611 BOOL use_pshader = use_ps(state);
3612 unsigned int i;
3614 if (use_pshader)
3616 if (!context->last_was_pshader)
3618 /* Former draw without a pixel shader, some samplers may be
3619 * disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3620 * make sure to enable them. */
3621 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3623 if (!isStateDirty(context, STATE_SAMPLER(i)))
3624 sampler(context, state, STATE_SAMPLER(i));
3626 context->last_was_pshader = TRUE;
3628 else
3630 /* Otherwise all samplers were activated by the code above in
3631 * earlier draws, or by sampler() if a different texture was
3632 * bound. I don't have to do anything. */
3635 else
3637 /* Disabled the pixel shader - color ops weren't applied while it was
3638 * enabled, so re-apply them. */
3639 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3641 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3642 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3644 context->last_was_pshader = FALSE;
3647 if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
3649 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3651 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
3652 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
3656 static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3658 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3659 const struct wined3d_shader *ps = state->pixel_shader;
3661 if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
3663 /* The pixel shader has to know the bump env matrix. Do a constants
3664 * update if it isn't scheduled anyway. */
3665 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
3666 && !isStateDirty(context, STATE_PIXELSHADER))
3667 shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
3671 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3673 /* This function is called by transform_view below if the view matrix was changed too
3675 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3676 * does not always update the world matrix, only on a switch between transformed
3677 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3678 * draw, but that should be rather rare and cheaper in total.
3680 glMatrixMode(GL_MODELVIEW);
3681 checkGLcall("glMatrixMode");
3683 if(context->last_was_rhw) {
3684 glLoadIdentity();
3685 checkGLcall("glLoadIdentity()");
3687 else
3689 /* In the general case, the view matrix is the identity matrix */
3690 if (context->swapchain->device->view_ident)
3692 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3693 checkGLcall("glLoadMatrixf");
3695 else
3697 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3698 checkGLcall("glLoadMatrixf");
3699 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3700 checkGLcall("glMultMatrixf");
3705 static void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3707 UINT index = state_id - STATE_CLIPPLANE(0);
3709 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3711 return;
3714 glMatrixMode(GL_MODELVIEW);
3715 glPushMatrix();
3717 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3718 if (!use_vs(state))
3719 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3720 else
3721 /* with vertex shaders, clip planes are not transformed in direct3d,
3722 * in OpenGL they are still transformed by the model view.
3724 glLoadIdentity();
3726 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3727 state->clip_planes[index][0],
3728 state->clip_planes[index][1],
3729 state->clip_planes[index][2],
3730 state->clip_planes[index][3]);
3731 glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3732 checkGLcall("glClipPlane");
3734 glPopMatrix();
3737 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3739 UINT matrix = state_id - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3740 GLenum glMat;
3741 TRACE("Setting world matrix %d\n", matrix);
3743 if (matrix >= context->gl_info->limits.blends)
3745 WARN("Unsupported blend matrix set\n");
3746 return;
3747 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3748 return;
3751 /* GL_MODELVIEW0_ARB: 0x1700
3752 * GL_MODELVIEW1_ARB: 0x850a
3753 * GL_MODELVIEW2_ARB: 0x8722
3754 * GL_MODELVIEW3_ARB: 0x8723
3755 * etc
3756 * GL_MODELVIEW31_ARB: 0x873F
3758 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3759 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3761 glMatrixMode(glMat);
3762 checkGLcall("glMatrixMode(glMat)");
3764 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3765 * matrices while gl uses only 2. To avoid weighting the view matrix
3766 * incorrectly it has to be multiplied into every GL modelview matrix. */
3767 if (context->swapchain->device->view_ident)
3769 glLoadMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3770 checkGLcall("glLoadMatrixf");
3772 else
3774 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3775 checkGLcall("glLoadMatrixf");
3776 glMultMatrixf(&state->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3777 checkGLcall("glMultMatrixf");
3781 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3783 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3784 static unsigned int once;
3786 if (f == WINED3D_VBF_DISABLE)
3787 return;
3789 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3790 else WARN("Vertex blend flags %#x not supported.\n", f);
3793 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3795 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3796 struct wined3d_device *device = context->swapchain->device;
3797 const struct wined3d_gl_info *gl_info = context->gl_info;
3798 static unsigned int once;
3800 switch (val)
3802 case WINED3D_VBF_1WEIGHTS:
3803 case WINED3D_VBF_2WEIGHTS:
3804 case WINED3D_VBF_3WEIGHTS:
3805 glEnable(GL_VERTEX_BLEND_ARB);
3806 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3808 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3809 * This is enabled at context creation with enabling
3810 * GL_WEIGHT_SUM_UNITY_ARB. */
3811 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3813 if (!device->vertexBlendUsed)
3815 unsigned int i;
3816 for (i = 1; i < gl_info->limits.blends; ++i)
3818 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3819 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)));
3821 device->vertexBlendUsed = TRUE;
3823 break;
3825 case WINED3D_VBF_TWEENING:
3826 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3827 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3828 else WARN("Vertex blend flags %#x not supported.\n", val);
3829 /* Fall through. */
3830 case WINED3D_VBF_DISABLE:
3831 glDisable(GL_VERTEX_BLEND_ARB);
3832 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3833 break;
3837 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3839 const struct wined3d_gl_info *gl_info = context->gl_info;
3840 const struct wined3d_light_info *light = NULL;
3841 unsigned int k;
3843 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3844 * NOTE: We have to reset the positions even if the light/plane is not currently
3845 * enabled, since the call to enable it will not reset the position.
3846 * NOTE2: Apparently texture transforms do NOT need reapplying
3849 glMatrixMode(GL_MODELVIEW);
3850 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3851 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3852 checkGLcall("glLoadMatrixf(...)");
3854 /* Reset lights. TODO: Call light apply func */
3855 for (k = 0; k < gl_info->limits.lights; ++k)
3857 if (!(light = state->lights[k]))
3858 continue;
3859 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3860 checkGLcall("glLightfv posn");
3861 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3862 checkGLcall("glLightfv dirn");
3865 /* Reset Clipping Planes */
3866 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3868 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3869 clipplane(context, state, STATE_CLIPPLANE(k));
3872 if(context->last_was_rhw) {
3873 glLoadIdentity();
3874 checkGLcall("glLoadIdentity()");
3875 /* No need to update the world matrix, the identity is fine */
3876 return;
3879 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3880 * No need to do it here if the state is scheduled for update. */
3881 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
3882 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
3884 /* Avoid looping over a number of matrices if the app never used the functionality */
3885 if (context->swapchain->device->vertexBlendUsed)
3887 for (k = 1; k < gl_info->limits.blends; ++k)
3889 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k))))
3890 transform_worldex(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)));
3895 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3897 glMatrixMode(GL_PROJECTION);
3898 checkGLcall("glMatrixMode(GL_PROJECTION)");
3900 /* There are a couple of additional things we have to take into account
3901 * here besides the projection transformation itself:
3902 * - We need to flip along the y-axis in case of offscreen rendering.
3903 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3904 * - D3D coordinates refer to pixel centers while GL coordinates refer
3905 * to pixel corners.
3906 * - D3D has a top-left filling convention. We need to maintain this
3907 * even after the y-flip mentioned above.
3908 * In order to handle the last two points, we translate by
3909 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3910 * translating slightly less than half a pixel. We want the difference to
3911 * be large enough that it doesn't get lost due to rounding inside the
3912 * driver, but small enough to prevent it from interfering with any
3913 * anti-aliasing. */
3915 if (context->last_was_rhw)
3917 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3918 double x = state->viewport.x;
3919 double y = state->viewport.y;
3920 double w = state->viewport.width;
3921 double h = state->viewport.height;
3922 double x_scale = 2.0 / w;
3923 double x_offset = ((63.0 / 64.0) - (2.0 * x) - w) / w;
3924 double y_scale = context->render_offscreen ? 2.0 / h : 2.0 / -h;
3925 double y_offset = context->render_offscreen
3926 ? ((63.0 / 64.0) - (2.0 * y) - h) / h
3927 : ((63.0 / 64.0) - (2.0 * y) - h) / -h;
3928 const GLdouble projection[] =
3930 x_scale, 0.0, 0.0, 0.0,
3931 0.0, y_scale, 0.0, 0.0,
3932 0.0, 0.0, 2.0, 0.0,
3933 x_offset, y_offset, -1.0, 1.0,
3936 glLoadMatrixd(projection);
3937 checkGLcall("glLoadMatrixd");
3939 else
3941 double y_scale = context->render_offscreen ? -1.0 : 1.0;
3942 double x_offset = (63.0 / 64.0) / state->viewport.width;
3943 double y_offset = context->render_offscreen
3944 ? (63.0 / 64.0) / state->viewport.height
3945 : -(63.0 / 64.0) / state->viewport.height;
3946 const GLdouble projection[] =
3948 1.0, 0.0, 0.0, 0.0,
3949 0.0, y_scale, 0.0, 0.0,
3950 0.0, 0.0, 2.0, 0.0,
3951 x_offset, y_offset, -1.0, 1.0,
3954 glLoadMatrixd(projection);
3955 checkGLcall("glLoadMatrixd");
3957 glMultMatrixf(&state->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3958 checkGLcall("glLoadMatrixf");
3962 /* This should match any arrays loaded in load_vertex_data.
3963 * TODO: Only load / unload arrays if we have to. */
3964 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3966 glDisableClientState(GL_VERTEX_ARRAY);
3967 glDisableClientState(GL_NORMAL_ARRAY);
3968 glDisableClientState(GL_COLOR_ARRAY);
3969 if (gl_info->supported[EXT_SECONDARY_COLOR])
3971 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3973 if (gl_info->supported[ARB_VERTEX_BLEND])
3975 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3977 unload_tex_coords(gl_info);
3980 static inline void unload_numbered_array(struct wined3d_context *context, int i)
3982 const struct wined3d_gl_info *gl_info = context->gl_info;
3984 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3985 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3987 context->numbered_array_mask &= ~(1 << i);
3990 /* This should match any arrays loaded in loadNumberedArrays
3991 * TODO: Only load / unload arrays if we have to. */
3992 static void unload_numbered_arrays(struct wined3d_context *context)
3994 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3995 int i;
3997 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
3998 unload_numbered_array(context, i);
4002 static void load_numbered_arrays(struct wined3d_context *context,
4003 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4005 struct wined3d_device *device = context->swapchain->device;
4006 const struct wined3d_gl_info *gl_info = context->gl_info;
4007 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4008 int i;
4010 /* Default to no instancing */
4011 device->instancedDraw = FALSE;
4013 for (i = 0; i < MAX_ATTRIBS; i++)
4015 const struct wined3d_stream_state *stream;
4017 if (!(stream_info->use_map & (1 << i)))
4019 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4020 continue;
4023 stream = &state->streams[stream_info->elements[i].stream_idx];
4025 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4026 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4028 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4029 device->instancedDraw = TRUE;
4030 continue;
4033 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4035 if (stream_info->elements[i].stride)
4037 if (curVBO != stream_info->elements[i].data.buffer_object)
4039 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object));
4040 checkGLcall("glBindBufferARB");
4041 curVBO = stream_info->elements[i].data.buffer_object;
4043 /* Use the VBO to find out if a vertex buffer exists, not the vb
4044 * pointer. vb can point to a user pointer data blob. In that case
4045 * curVBO will be 0. If there is a vertex buffer but no vbo we
4046 * won't be load converted attributes anyway. */
4047 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4048 stream_info->elements[i].format->gl_vtx_type,
4049 stream_info->elements[i].format->gl_normalized,
4050 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4051 + state->load_base_vertex_index * stream_info->elements[i].stride));
4053 if (!(context->numbered_array_mask & (1 << i)))
4055 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4056 context->numbered_array_mask |= (1 << i);
4059 else
4061 /* Stride = 0 means always the same values.
4062 * glVertexAttribPointerARB doesn't do that. Instead disable the
4063 * pointer and set up the attribute statically. But we have to
4064 * figure out the system memory address. */
4065 const BYTE *ptr = stream_info->elements[i].data.addr;
4066 if (stream_info->elements[i].data.buffer_object)
4068 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, gl_info);
4071 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4073 switch (stream_info->elements[i].format->id)
4075 case WINED3DFMT_R32_FLOAT:
4076 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4077 break;
4078 case WINED3DFMT_R32G32_FLOAT:
4079 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4080 break;
4081 case WINED3DFMT_R32G32B32_FLOAT:
4082 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4083 break;
4084 case WINED3DFMT_R32G32B32A32_FLOAT:
4085 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4086 break;
4088 case WINED3DFMT_R8G8B8A8_UINT:
4089 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4090 break;
4091 case WINED3DFMT_B8G8R8A8_UNORM:
4092 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4094 const DWORD *src = (const DWORD *)ptr;
4095 DWORD c = *src & 0xff00ff00;
4096 c |= (*src & 0xff0000) >> 16;
4097 c |= (*src & 0xff) << 16;
4098 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4099 break;
4101 /* else fallthrough */
4102 case WINED3DFMT_R8G8B8A8_UNORM:
4103 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4104 break;
4106 case WINED3DFMT_R16G16_SINT:
4107 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4108 break;
4109 case WINED3DFMT_R16G16B16A16_SINT:
4110 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4111 break;
4113 case WINED3DFMT_R16G16_SNORM:
4115 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4116 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4117 break;
4119 case WINED3DFMT_R16G16_UNORM:
4121 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4122 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4123 break;
4125 case WINED3DFMT_R16G16B16A16_SNORM:
4126 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4127 break;
4128 case WINED3DFMT_R16G16B16A16_UNORM:
4129 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4130 break;
4132 case WINED3DFMT_R10G10B10A2_UINT:
4133 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4134 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4135 break;
4136 case WINED3DFMT_R10G10B10A2_SNORM:
4137 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4138 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4139 break;
4141 case WINED3DFMT_R16G16_FLOAT:
4142 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4143 * byte float according to the IEEE standard
4145 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4146 break;
4147 case WINED3DFMT_R16G16B16A16_FLOAT:
4148 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4149 break;
4151 default:
4152 ERR("Unexpected declaration in stride 0 attributes\n");
4153 break;
4158 checkGLcall("Loading numbered arrays");
4161 static void load_vertex_data(const struct wined3d_context *context,
4162 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4164 struct wined3d_device *device = context->swapchain->device;
4165 const struct wined3d_gl_info *gl_info = context->gl_info;
4166 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4167 const struct wined3d_stream_info_element *e;
4169 TRACE("Using fast vertex array code\n");
4171 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4172 device->instancedDraw = FALSE;
4174 /* Blend Data ---------------------------------------------- */
4175 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4176 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4178 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4180 if (gl_info->supported[ARB_VERTEX_BLEND])
4182 TRACE("Blend %u %p %u\n", e->format->component_count,
4183 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4185 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4186 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4188 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4190 if (curVBO != e->data.buffer_object)
4192 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4193 checkGLcall("glBindBufferARB");
4194 curVBO = e->data.buffer_object;
4197 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4198 e->format->gl_vtx_format,
4199 e->format->gl_vtx_type,
4200 e->stride,
4201 e->data.addr + state->load_base_vertex_index * e->stride);
4202 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4203 e->data.addr + state->load_base_vertex_index * e->stride));
4205 checkGLcall("glWeightPointerARB");
4207 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4209 static BOOL warned;
4210 if (!warned)
4212 FIXME("blendMatrixIndices support\n");
4213 warned = TRUE;
4216 } else {
4217 /* TODO: support blends in drawStridedSlow
4218 * No need to write a FIXME here, this is done after the general vertex decl decoding
4220 WARN("unsupported blending in openGl\n");
4223 else
4225 if (gl_info->supported[ARB_VERTEX_BLEND])
4227 static const GLbyte one = 1;
4228 GL_EXTCALL(glWeightbvARB(1, &one));
4229 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4233 /* Point Size ----------------------------------------------*/
4234 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4236 /* no such functionality in the fixed function GL pipeline */
4237 TRACE("Cannot change ptSize here in openGl\n");
4238 /* TODO: Implement this function in using shaders if they are available */
4241 /* Vertex Pointers -----------------------------------------*/
4242 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4244 e = &si->elements[WINED3D_FFP_POSITION];
4246 if (curVBO != e->data.buffer_object)
4248 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4249 checkGLcall("glBindBufferARB");
4250 curVBO = e->data.buffer_object;
4253 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4254 handling for rhw mode should not impact screen position whereas in GL it does.
4255 This may result in very slightly distorted textures in rhw mode.
4256 There's always the other option of fixing the view matrix to
4257 prevent w from having any effect.
4259 This only applies to user pointer sources, in VBOs the vertices are fixed up
4261 if (!e->data.buffer_object)
4263 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4264 e->data.addr + state->load_base_vertex_index * e->stride);
4265 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4266 e->data.addr + state->load_base_vertex_index * e->stride);
4268 else
4270 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4271 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4272 e->data.addr + state->load_base_vertex_index * e->stride);
4273 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4274 e->data.addr + state->load_base_vertex_index * e->stride);
4276 checkGLcall("glVertexPointer(...)");
4277 glEnableClientState(GL_VERTEX_ARRAY);
4278 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4281 /* Normals -------------------------------------------------*/
4282 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4284 e = &si->elements[WINED3D_FFP_NORMAL];
4286 if (curVBO != e->data.buffer_object)
4288 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4289 checkGLcall("glBindBufferARB");
4290 curVBO = e->data.buffer_object;
4293 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4294 e->data.addr + state->load_base_vertex_index * e->stride);
4295 glNormalPointer(e->format->gl_vtx_type, e->stride,
4296 e->data.addr + state->load_base_vertex_index * e->stride);
4297 checkGLcall("glNormalPointer(...)");
4298 glEnableClientState(GL_NORMAL_ARRAY);
4299 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4301 } else {
4302 glNormal3f(0, 0, 0);
4303 checkGLcall("glNormal3f(0, 0, 0)");
4306 /* Diffuse Colour --------------------------------------------*/
4307 /* WARNING: Data here MUST be in RGBA format, so cannot */
4308 /* go directly into fast mode from app pgm, because */
4309 /* directx requires data in BGRA format. */
4310 /* currently fixupVertices swizzles the format, but this isn't*/
4311 /* very practical when using VBOs */
4312 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4313 /* , or the user doesn't care and wants the speed advantage */
4315 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4317 e = &si->elements[WINED3D_FFP_DIFFUSE];
4319 if (curVBO != e->data.buffer_object)
4321 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4322 checkGLcall("glBindBufferARB");
4323 curVBO = e->data.buffer_object;
4326 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4327 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4328 e->data.addr + state->load_base_vertex_index * e->stride);
4329 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4330 e->data.addr + state->load_base_vertex_index * e->stride);
4331 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4332 glEnableClientState(GL_COLOR_ARRAY);
4333 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4335 } else {
4336 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4337 checkGLcall("glColor4f(1, 1, 1, 1)");
4340 /* Specular Colour ------------------------------------------*/
4341 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4343 TRACE("setting specular colour\n");
4345 e = &si->elements[WINED3D_FFP_SPECULAR];
4347 if (gl_info->supported[EXT_SECONDARY_COLOR])
4349 GLenum type = e->format->gl_vtx_type;
4350 GLint format = e->format->gl_vtx_format;
4352 if (curVBO != e->data.buffer_object)
4354 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4355 checkGLcall("glBindBufferARB");
4356 curVBO = e->data.buffer_object;
4359 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4361 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4362 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4363 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4364 * 4 component secondary colors use it
4366 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4367 e->data.addr + state->load_base_vertex_index * e->stride);
4368 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4369 e->data.addr + state->load_base_vertex_index * e->stride));
4370 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4372 else
4374 switch(type)
4376 case GL_UNSIGNED_BYTE:
4377 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4378 e->data.addr + state->load_base_vertex_index * e->stride);
4379 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4380 e->data.addr + state->load_base_vertex_index * e->stride));
4381 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4382 break;
4384 default:
4385 FIXME("Add 4 component specular color pointers for type %x\n", type);
4386 /* Make sure that the right color component is dropped */
4387 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4388 e->data.addr + state->load_base_vertex_index * e->stride);
4389 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4390 e->data.addr + state->load_base_vertex_index * e->stride));
4391 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4394 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4395 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4397 else
4399 WARN("Specular colour is not supported in this GL implementation.\n");
4402 else
4404 if (gl_info->supported[EXT_SECONDARY_COLOR])
4406 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4407 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4409 else
4411 WARN("Specular colour is not supported in this GL implementation.\n");
4415 /* Texture coords -------------------------------------------*/
4416 load_tex_coords(context, si, &curVBO, state);
4419 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4421 const struct wined3d_device *device = context->swapchain->device;
4422 BOOL load_numbered = use_vs(state) && !device->useDrawStridedSlow;
4423 BOOL load_named = !use_vs(state) && !device->useDrawStridedSlow;
4425 if (isStateDirty(context, STATE_VDECL)) return;
4426 if (context->numberedArraysLoaded && !load_numbered)
4428 unload_numbered_arrays(context);
4429 context->numberedArraysLoaded = FALSE;
4430 context->numbered_array_mask = 0;
4432 else if (context->namedArraysLoaded)
4434 unload_vertex_data(context->gl_info);
4435 context->namedArraysLoaded = FALSE;
4438 if (load_numbered)
4440 TRACE("Loading numbered arrays\n");
4441 load_numbered_arrays(context, &device->strided_streams, state);
4442 context->numberedArraysLoaded = TRUE;
4444 else if (load_named)
4446 TRACE("Loading vertex data\n");
4447 load_vertex_data(context, &device->strided_streams, state);
4448 context->namedArraysLoaded = TRUE;
4452 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4454 if (isStateDirty(context, STATE_STREAMSRC))
4455 return;
4456 streamsrc(context, state, STATE_STREAMSRC);
4459 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4461 const struct wined3d_device *device = context->swapchain->device;
4462 const struct wined3d_gl_info *gl_info = context->gl_info;
4463 BOOL useVertexShaderFunction = use_vs(state);
4464 BOOL usePixelShaderFunction = use_ps(state);
4465 BOOL updateFog = FALSE;
4466 BOOL transformed;
4467 BOOL wasrhw = context->last_was_rhw;
4468 unsigned int i;
4470 transformed = device->strided_streams.position_transformed;
4471 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4472 updateFog = TRUE;
4474 context->last_was_rhw = transformed;
4476 /* Don't have to apply the matrices when vertex shaders are used. When
4477 * vshaders are turned off this function will be called again anyway to
4478 * make sure they're properly set. */
4479 if (!useVertexShaderFunction)
4481 /* TODO: Move this mainly to the viewport state and only apply when
4482 * the vp has changed or transformed / untransformed was switched. */
4483 if (wasrhw != context->last_was_rhw
4484 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))
4485 && !isStateDirty(context, STATE_VIEWPORT))
4486 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4487 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4488 * mode.
4490 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4491 * this check will fail and the matrix not applied again. This is OK because a simple
4492 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4493 * needs of the vertex declaration.
4495 * World and view matrix go into the same gl matrix, so only apply them when neither is
4496 * dirty
4498 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))
4499 && !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)))
4500 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4501 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4502 state_colormat(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4503 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4504 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4506 if (context->last_was_vshader)
4508 updateFog = TRUE;
4510 if (!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4511 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4513 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4515 clipplane(context, state, STATE_CLIPPLANE(i));
4518 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4519 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4521 else
4523 if(!context->last_was_vshader) {
4524 static BOOL warned = FALSE;
4525 if(!device->vs_clipping) {
4526 /* Disable all clip planes to get defined results on all drivers. See comment in the
4527 * state_clipping state handler
4529 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4531 glDisable(GL_CLIP_PLANE0 + i);
4532 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4535 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4537 FIXME("Clipping not supported with vertex shaders\n");
4538 warned = TRUE;
4541 if (wasrhw)
4543 /* Apply the transform matrices when switching from rhw
4544 * drawing to vertex shaders. Vertex shaders themselves do
4545 * not need it, but the matrices are not reapplied
4546 * automatically when switching back from vertex shaders to
4547 * fixed function processing. So make sure we leave the fixed
4548 * function vertex processing states back in a sane state
4549 * before switching to shaders. */
4550 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4551 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4552 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))))
4553 transform_world(context, state, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
4555 updateFog = TRUE;
4557 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4558 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4559 * device->vs_clipping is false.
4561 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4563 clipplane(context, state, STATE_CLIPPLANE(i));
4568 /* Vertex and pixel shaders are applied together, so let the last dirty
4569 * state do the application. */
4570 if (!isStateDirty(context, STATE_PIXELSHADER))
4572 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4574 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)
4575 && (useVertexShaderFunction || usePixelShaderFunction))
4576 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4579 context->last_was_vshader = useVertexShaderFunction;
4581 if (updateFog)
4582 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4584 if (!useVertexShaderFunction)
4586 unsigned int i;
4588 for (i = 0; i < MAX_TEXTURES; ++i)
4590 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i)))
4591 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS));
4596 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4598 const struct wined3d_surface *target = state->fb->render_targets[0];
4599 struct wined3d_viewport vp = state->viewport;
4601 if (vp.width > target->resource.width)
4602 vp.width = target->resource.width;
4603 if (vp.height > target->resource.height)
4604 vp.height = target->resource.height;
4606 glDepthRange(vp.min_z, vp.max_z);
4607 checkGLcall("glDepthRange");
4608 /* Note: GL requires lower left, DirectX supplies upper left. This is
4609 * reversed when using offscreen rendering. */
4610 if (context->render_offscreen)
4612 glViewport(vp.x, vp.y, vp.width, vp.height);
4614 else
4616 UINT width, height;
4618 target->get_drawable_size(context, &width, &height);
4619 glViewport(vp.x, (height - (vp.y + vp.height)),
4620 vp.width, vp.height);
4623 checkGLcall("glViewport");
4626 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4628 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)))
4629 transform_projection(context, state, STATE_TRANSFORM(WINED3DTS_PROJECTION));
4630 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)))
4631 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4632 /* Update the position fixup. */
4633 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4634 shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
4637 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4639 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4640 const struct wined3d_light_info *lightInfo = state->lights[Index];
4642 if (!lightInfo)
4644 glDisable(GL_LIGHT0 + Index);
4645 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4647 else
4649 float quad_att;
4650 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4652 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4653 glMatrixMode(GL_MODELVIEW);
4654 glPushMatrix();
4655 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
4657 /* Diffuse: */
4658 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4659 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4660 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4661 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4662 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4663 checkGLcall("glLightfv");
4665 /* Specular */
4666 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4667 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4668 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4669 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4670 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4671 checkGLcall("glLightfv");
4673 /* Ambient */
4674 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4675 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4676 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4677 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4678 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4679 checkGLcall("glLightfv");
4681 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4682 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4683 else
4684 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4686 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4687 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4688 * Attenuation0 to NaN and crashes in the gl lib
4691 switch (lightInfo->OriginalParms.type)
4693 case WINED3D_LIGHT_POINT:
4694 /* Position */
4695 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4696 checkGLcall("glLightfv");
4697 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4698 checkGLcall("glLightf");
4699 /* Attenuation - Are these right? guessing... */
4700 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.attenuation0);
4701 checkGLcall("glLightf");
4702 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.attenuation1);
4703 checkGLcall("glLightf");
4704 if (quad_att < lightInfo->OriginalParms.attenuation2)
4705 quad_att = lightInfo->OriginalParms.attenuation2;
4706 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4707 checkGLcall("glLightf");
4708 /* FIXME: Range */
4709 break;
4711 case WINED3D_LIGHT_SPOT:
4712 /* Position */
4713 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4714 checkGLcall("glLightfv");
4715 /* Direction */
4716 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4717 checkGLcall("glLightfv");
4718 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4719 checkGLcall("glLightf");
4720 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4721 checkGLcall("glLightf");
4722 /* Attenuation - Are these right? guessing... */
4723 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.attenuation0);
4724 checkGLcall("glLightf");
4725 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.attenuation1);
4726 checkGLcall("glLightf");
4727 if (quad_att < lightInfo->OriginalParms.attenuation2)
4728 quad_att = lightInfo->OriginalParms.attenuation2;
4729 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4730 checkGLcall("glLightf");
4731 /* FIXME: Range */
4732 break;
4734 case WINED3D_LIGHT_DIRECTIONAL:
4735 /* Direction */
4736 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4737 checkGLcall("glLightfv");
4738 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4739 checkGLcall("glLightf");
4740 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4741 checkGLcall("glLightf");
4742 break;
4744 default:
4745 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4748 /* Restore the modelview matrix */
4749 glPopMatrix();
4751 glEnable(GL_LIGHT0 + Index);
4752 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4756 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4758 const RECT *r = &state->scissor_rect;
4760 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4761 * so our viewport correction does not apply. Warning2: Even in windowed
4762 * mode the coords are relative to the window, not the screen. */
4763 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4765 if (context->render_offscreen)
4767 glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4769 else
4771 const struct wined3d_surface *target = state->fb->render_targets[0];
4772 UINT height;
4773 UINT width;
4775 target->get_drawable_size(context, &width, &height);
4776 glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4778 checkGLcall("glScissor");
4781 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4783 const struct wined3d_gl_info *gl_info = context->gl_info;
4785 if (state->user_stream || !state->index_buffer)
4787 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4789 else
4791 struct wined3d_buffer *ib = state->index_buffer;
4792 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4796 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4798 if (context->render_offscreen)
4800 glFrontFace(GL_CCW);
4801 checkGLcall("glFrontFace(GL_CCW)");
4802 } else {
4803 glFrontFace(GL_CW);
4804 checkGLcall("glFrontFace(GL_CW)");
4808 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4810 static BOOL warned;
4812 if (!warned)
4814 WARN("Point sprite coordinate origin switching not supported.\n");
4815 warned = TRUE;
4819 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4821 const struct wined3d_gl_info *gl_info = context->gl_info;
4822 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4824 if (glPointParameteri)
4826 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin);
4827 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4829 else if (gl_info->supported[NV_POINT_SPRITE])
4831 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4832 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4836 const struct StateEntryTemplate misc_state_template[] = {
4837 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4838 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4839 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4840 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4841 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4842 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4843 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4844 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4845 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4846 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4847 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4848 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4849 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4850 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4851 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4852 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4854 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4855 * vshader loadings are untied from each other
4857 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4858 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4859 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4860 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4861 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4862 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4863 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4864 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4865 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4866 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4867 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4868 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4869 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4870 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4871 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4872 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4873 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4874 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4875 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4876 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4877 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4878 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4879 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4880 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4881 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4882 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4883 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4884 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4885 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4886 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4909 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4910 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4911 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4912 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4913 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4914 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4915 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4916 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4917 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4918 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4919 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4920 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4921 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4922 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4923 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4924 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4925 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4926 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4927 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4928 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4929 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4930 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4947 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
4983 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4985 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
4989 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4991 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
4995 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
4997 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
4999 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5001 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5004 /* Samplers */
5005 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5006 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5007 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5008 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5009 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5010 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5011 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5012 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5013 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5014 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5015 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5016 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5017 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5018 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5019 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5020 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5021 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5022 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5023 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5024 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5025 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5026 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5027 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5028 { STATE_PIXELSHADER, { STATE_PIXELSHADER, context_state_drawbuf},WINED3D_GL_EXT_NONE },
5029 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5032 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5033 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5034 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5035 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5036 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5037 /* Clip planes */
5038 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5039 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5040 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5041 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5042 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5043 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5044 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5045 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5046 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5047 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5048 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5049 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5050 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5051 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5052 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5053 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5054 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5055 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5056 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5057 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5058 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5059 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5060 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5061 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5062 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5063 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5064 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5065 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5066 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5067 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5068 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5069 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5070 /* Lights */
5071 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5072 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5073 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5074 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5075 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5076 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5077 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5078 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5079 /* Viewport */
5080 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5081 /* Transform states follow */
5082 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5083 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5084 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5085 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5086 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5087 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5088 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5089 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5090 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5091 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5092 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5093 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5094 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5095 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5096 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5097 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5098 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5099 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5349 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5350 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5351 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5352 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5353 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5354 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5355 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5356 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5364 /* Fog */
5365 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5366 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5367 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5368 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5369 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5370 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5371 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5372 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5373 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5374 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5375 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5376 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5377 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5378 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5379 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5380 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5381 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5382 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5383 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5384 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5385 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5386 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5387 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5388 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5389 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5390 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5391 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5392 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5393 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5394 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5395 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5396 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5398 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5399 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5400 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5402 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5403 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5404 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5405 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5406 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5407 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5408 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5409 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5410 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5411 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5412 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5413 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5414 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5415 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5416 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5417 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5418 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5419 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5420 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5421 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5422 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5423 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5424 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5425 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5426 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5429 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5430 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5431 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5432 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5433 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5434 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5435 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5436 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5437 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5438 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5439 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5440 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5441 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5442 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5443 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5444 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5445 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5446 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5447 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5448 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5449 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5450 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5451 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5452 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5453 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5454 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5455 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5511 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5513 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5514 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5515 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5516 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5519 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5521 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5522 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5523 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5524 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5525 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5526 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5527 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5528 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5531 /* Context activation and GL locking are done by the caller. */
5532 static void ffp_enable(BOOL enable) {}
5534 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5536 caps->PrimitiveMiscCaps = 0;
5537 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5538 | WINED3DTEXOPCAPS_ADDSIGNED
5539 | WINED3DTEXOPCAPS_ADDSIGNED2X
5540 | WINED3DTEXOPCAPS_MODULATE
5541 | WINED3DTEXOPCAPS_MODULATE2X
5542 | WINED3DTEXOPCAPS_MODULATE4X
5543 | WINED3DTEXOPCAPS_SELECTARG1
5544 | WINED3DTEXOPCAPS_SELECTARG2
5545 | WINED3DTEXOPCAPS_DISABLE;
5547 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5548 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5549 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5551 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5552 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5553 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5554 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5555 | WINED3DTEXOPCAPS_LERP
5556 | WINED3DTEXOPCAPS_SUBTRACT;
5558 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5559 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5561 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5562 | WINED3DTEXOPCAPS_MULTIPLYADD
5563 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5564 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5565 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5567 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5568 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5570 caps->MaxTextureBlendStages = gl_info->limits.textures;
5571 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5574 static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
5575 static void ffp_fragment_free(struct wined3d_device *device) {}
5576 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5578 if (TRACE_ON(d3d))
5580 TRACE("Checking support for fixup:\n");
5581 dump_color_fixup_desc(fixup);
5584 /* We only support identity conversions. */
5585 if (is_identity_fixup(fixup))
5587 TRACE("[OK]\n");
5588 return TRUE;
5591 TRACE("[FAILED]\n");
5592 return FALSE;
5595 const struct fragment_pipeline ffp_fragment_pipeline = {
5596 ffp_enable,
5597 ffp_fragment_get_caps,
5598 ffp_fragment_alloc,
5599 ffp_fragment_free,
5600 ffp_color_fixup_supported,
5601 ffp_fragmentstate_template,
5602 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5605 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5607 unsigned int i;
5608 for(i = 0; funcs[i]; i++);
5609 return i;
5612 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5614 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5615 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5618 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5620 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5621 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5622 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5625 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5627 unsigned int start, last, i;
5629 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5630 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5631 for (i = start; i <= last; ++i)
5633 state_table[i].representative = 0;
5634 state_table[i].apply = state_undefined;
5637 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5638 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5639 for (i = start; i <= last; ++i)
5641 state_table[i].representative = 0;
5642 state_table[i].apply = state_undefined;
5645 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5646 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5647 for (i = start; i <= last; ++i)
5649 state_table[i].representative = 0;
5650 state_table[i].apply = state_undefined;
5654 static void validate_state_table(struct StateEntry *state_table)
5656 static const struct
5658 DWORD first;
5659 DWORD last;
5661 rs_holes[] =
5663 { 1, 1},
5664 { 3, 3},
5665 { 17, 18},
5666 { 21, 21},
5667 { 42, 45},
5668 { 47, 47},
5669 { 61, 127},
5670 {149, 150},
5671 {169, 169},
5672 {177, 177},
5673 {196, 197},
5674 { 0, 0},
5676 static const DWORD simple_states[] =
5678 STATE_MATERIAL,
5679 STATE_VDECL,
5680 STATE_STREAMSRC,
5681 STATE_INDEXBUFFER,
5682 STATE_VERTEXSHADERCONSTANT,
5683 STATE_PIXELSHADERCONSTANT,
5684 STATE_VSHADER,
5685 STATE_PIXELSHADER,
5686 STATE_VIEWPORT,
5687 STATE_SCISSORRECT,
5688 STATE_FRONTFACE,
5689 STATE_POINTSPRITECOORDORIGIN,
5690 STATE_BASEVERTEXINDEX,
5691 STATE_FRAMEBUFFER
5693 unsigned int i, current;
5695 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5697 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5699 if (!state_table[i].representative)
5700 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5702 else if (state_table[i].representative)
5703 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5705 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5708 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5710 if (!state_table[simple_states[i]].representative)
5711 ERR("State %s (%#x) should have a representative.\n",
5712 debug_d3dstate(simple_states[i]), simple_states[i]);
5715 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5717 DWORD rep = state_table[i].representative;
5718 if (rep)
5720 if (state_table[rep].representative != rep)
5722 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5723 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5724 state_table[i].representative = 0;
5727 if (rep != i)
5729 if (state_table[i].apply)
5730 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5732 else if (!state_table[i].apply)
5734 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5740 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5741 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5742 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5744 unsigned int i, type, handlers;
5745 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5746 const struct StateEntryTemplate *cur;
5747 BOOL set[STATE_HIGHEST + 1];
5749 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5751 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5752 StateTable[i].representative = 0;
5753 StateTable[i].apply = state_undefined;
5756 for(type = 0; type < 3; type++) {
5757 /* This switch decides the order in which the states are applied */
5758 switch(type) {
5759 case 0: cur = misc; break;
5760 case 1: cur = fragment->states; break;
5761 case 2: cur = vertex; break;
5762 default: cur = NULL; /* Stupid compiler */
5764 if(!cur) continue;
5766 /* GL extension filtering should not prevent multiple handlers being applied from different
5767 * pipeline parts
5769 memset(set, 0, sizeof(set));
5771 for(i = 0; cur[i].state; i++) {
5772 APPLYSTATEFUNC *funcs_array;
5774 /* Only use the first matching state with the available extension from one template.
5775 * e.g.
5776 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5777 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5779 * if GL_XYZ_fancy is supported, ignore the 2nd line
5781 if(set[cur[i].state]) continue;
5782 /* Skip state lines depending on unsupported extensions */
5783 if (!gl_info->supported[cur[i].extension]) continue;
5784 set[cur[i].state] = TRUE;
5785 /* In some cases having an extension means that nothing has to be
5786 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5787 * supported, the texture coordinate fixup can be ignored. If the
5788 * apply function is used, mark the state set(done above) to prevent
5789 * applying later lines, but do not record anything in the state
5790 * table
5792 if (!cur[i].content.representative) continue;
5794 handlers = num_handlers(multistate_funcs[cur[i].state]);
5795 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5796 switch(handlers) {
5797 case 0:
5798 StateTable[cur[i].state].apply = cur[i].content.apply;
5799 break;
5800 case 1:
5801 StateTable[cur[i].state].apply = multistate_apply_2;
5802 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5804 sizeof(**dev_multistate_funcs) * 2);
5805 if (!dev_multistate_funcs[cur[i].state]) {
5806 goto out_of_mem;
5809 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5810 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5811 break;
5812 case 2:
5813 StateTable[cur[i].state].apply = multistate_apply_3;
5814 funcs_array = HeapReAlloc(GetProcessHeap(),
5816 dev_multistate_funcs[cur[i].state],
5817 sizeof(**dev_multistate_funcs) * 3);
5818 if (!funcs_array) {
5819 goto out_of_mem;
5822 dev_multistate_funcs[cur[i].state] = funcs_array;
5823 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5824 break;
5825 default:
5826 ERR("Unexpected amount of state handlers for state %u: %u\n",
5827 cur[i].state, handlers + 1);
5830 if(StateTable[cur[i].state].representative &&
5831 StateTable[cur[i].state].representative != cur[i].content.representative) {
5832 FIXME("State %u has different representatives in different pipeline parts\n",
5833 cur[i].state);
5835 StateTable[cur[i].state].representative = cur[i].content.representative;
5839 prune_invalid_states(StateTable, gl_info);
5840 validate_state_table(StateTable);
5842 return WINED3D_OK;
5844 out_of_mem:
5845 for (i = 0; i <= STATE_HIGHEST; ++i) {
5846 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5849 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5851 return E_OUTOFMEMORY;