2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
37 #define GLINFO_LOCATION (*context->gl_info)
39 /* GL locking for state handlers is done by the caller. */
41 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
43 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
45 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
46 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
48 if(STATE_IS_RENDER(state)) {
49 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
50 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
52 /* Shouldn't have an unknown type here */
53 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
57 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
59 ERR("Undefined state.\n");
62 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
64 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
67 case WINED3DFILL_POINT:
68 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
69 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
71 case WINED3DFILL_WIREFRAME:
72 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
73 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
75 case WINED3DFILL_SOLID:
76 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
77 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
80 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
84 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
86 /* Lighting is not enabled if transformed vertices are drawn
87 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
88 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
89 * vertex declaration applying function calls this function for updating
92 if(isStateDirty(context, STATE_VDECL)) {
96 if (stateblock->renderState[WINED3DRS_LIGHTING]
97 && !stateblock->wineD3DDevice->strided_streams.position_transformed)
99 glEnable(GL_LIGHTING);
100 checkGLcall("glEnable GL_LIGHTING");
102 glDisable(GL_LIGHTING);
103 checkGLcall("glDisable GL_LIGHTING");
107 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
109 /* No z test without depth stencil buffers */
110 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
111 TRACE("No Z buffer - disabling depth test\n");
112 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
113 checkGLcall("glDisable GL_DEPTH_TEST");
117 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
118 case WINED3DZB_FALSE:
119 glDisable(GL_DEPTH_TEST);
120 checkGLcall("glDisable GL_DEPTH_TEST");
123 glEnable(GL_DEPTH_TEST);
124 checkGLcall("glEnable GL_DEPTH_TEST");
127 glEnable(GL_DEPTH_TEST);
128 checkGLcall("glEnable GL_DEPTH_TEST");
129 FIXME("W buffer is not well handled\n");
132 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
136 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
138 /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
141 switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
142 case WINED3DCULL_NONE:
143 glDisable(GL_CULL_FACE);
144 checkGLcall("glDisable GL_CULL_FACE");
147 glEnable(GL_CULL_FACE);
148 checkGLcall("glEnable GL_CULL_FACE");
149 glCullFace(GL_FRONT);
150 checkGLcall("glCullFace(GL_FRONT)");
152 case WINED3DCULL_CCW:
153 glEnable(GL_CULL_FACE);
154 checkGLcall("glEnable GL_CULL_FACE");
156 checkGLcall("glCullFace(GL_BACK)");
159 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
163 static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
165 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
166 case WINED3DSHADE_FLAT:
167 glShadeModel(GL_FLAT);
168 checkGLcall("glShadeModel(GL_FLAT)");
170 case WINED3DSHADE_GOURAUD:
171 glShadeModel(GL_SMOOTH);
172 checkGLcall("glShadeModel(GL_SMOOTH)");
174 case WINED3DSHADE_PHONG:
175 FIXME("WINED3DSHADE_PHONG isn't supported\n");
178 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
182 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
184 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
186 checkGLcall("glEnable GL_DITHER");
188 glDisable(GL_DITHER);
189 checkGLcall("glDisable GL_DITHER");
193 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
195 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
196 * this has to be merged with ZENABLE and ZFUNC
198 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
200 checkGLcall("glDepthMask(1)");
203 checkGLcall("glDepthMask(0)");
207 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
209 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
212 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
213 static BOOL once = FALSE;
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
222 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
227 checkGLcall("glDepthFunc");
231 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
234 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
236 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
237 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
238 checkGLcall("glLightModel for MODEL_AMBIENT");
241 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
243 int srcBlend = GL_ZERO;
244 int dstBlend = GL_ZERO;
245 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
247 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
248 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
249 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
250 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
252 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
253 * The d3d9 visual test confirms the behavior. */
254 if (!(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
257 checkGLcall("glDisable GL_BLEND");
261 checkGLcall("glEnable GL_BLEND");
265 checkGLcall("glDisable GL_BLEND");
266 /* Nothing more to do - get out */
270 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
271 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
272 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
273 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
274 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
275 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
276 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
277 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
278 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
280 /* To compensate the lack of format switching with backbuffer offscreen rendering,
281 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
282 * if the render target doesn't support alpha blending. A nonexistent alpha channel
283 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
285 case WINED3DBLEND_DESTALPHA :
286 dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
288 case WINED3DBLEND_INVDESTALPHA :
289 dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
292 case WINED3DBLEND_SRCALPHASAT :
293 dstBlend = GL_SRC_ALPHA_SATURATE;
294 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
297 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
298 * values which are still valid up to d3d9. They should not occur as dest blend values
300 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
301 srcBlend = GL_SRC_ALPHA;
302 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
305 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
306 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
307 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
310 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
311 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
313 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
316 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
317 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
318 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
319 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
320 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
321 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
322 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
323 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
324 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
325 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
327 case WINED3DBLEND_DESTALPHA :
328 srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
330 case WINED3DBLEND_INVDESTALPHA :
331 srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
334 case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
335 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
338 case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
339 dstBlend = GL_SRC_ALPHA;
342 case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
343 case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
345 FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
348 if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
349 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
350 glEnable(GL_LINE_SMOOTH);
351 checkGLcall("glEnable(GL_LINE_SMOOTH)");
352 if(srcBlend != GL_SRC_ALPHA) {
353 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
355 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
356 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
359 glDisable(GL_LINE_SMOOTH);
360 checkGLcall("glDisable(GL_LINE_SMOOTH)");
363 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
364 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
365 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
368 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
369 int srcBlendAlpha = GL_ZERO;
370 int dstBlendAlpha = GL_ZERO;
372 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
373 if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
374 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
378 switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
379 case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
380 case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
381 case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
382 case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
383 case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
384 case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
385 case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
386 case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
387 case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
388 case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
389 case WINED3DBLEND_SRCALPHASAT :
390 dstBlend = GL_SRC_ALPHA_SATURATE;
391 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
393 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
394 * values which are still valid up to d3d9. They should not occur as dest blend values
396 case WINED3DBLEND_BOTHSRCALPHA :
397 dstBlendAlpha = GL_SRC_ALPHA;
398 srcBlendAlpha = GL_SRC_ALPHA;
399 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
401 case WINED3DBLEND_BOTHINVSRCALPHA :
402 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
403 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
404 FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
406 case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
407 case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
409 FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
412 switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
413 case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
414 case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
415 case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
416 case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
417 case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
418 case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
419 case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
420 case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
421 case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
422 case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
423 case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
424 case WINED3DBLEND_BOTHSRCALPHA :
425 srcBlendAlpha = GL_SRC_ALPHA;
426 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
428 case WINED3DBLEND_BOTHINVSRCALPHA :
429 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
430 dstBlendAlpha = GL_SRC_ALPHA;
432 case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
433 case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
435 FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
438 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
439 checkGLcall("glBlendFuncSeparateEXT");
441 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
442 glBlendFunc(srcBlend, dstBlend);
443 checkGLcall("glBlendFunc");
446 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
447 so it may need updating */
448 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
449 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
450 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
454 static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
456 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
459 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
463 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
464 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
465 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
466 checkGLcall("glBlendColor");
469 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
473 BOOL enable_ckey = FALSE;
475 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
477 /* Find out if the texture on the first stage has a ckey set
478 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
479 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
480 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
481 * in case it finds some texture+colorkeyenable combination which needs extra care.
483 if (stateblock->textures[0])
485 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
487 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
489 IWineD3DSurfaceImpl *surf;
491 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
493 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
495 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
496 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
497 * surface has alpha bits */
498 if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
503 if(enable_ckey || context->last_was_ckey) {
504 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
505 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
507 context->last_was_ckey = enable_ckey;
509 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
510 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
511 glEnable(GL_ALPHA_TEST);
512 checkGLcall("glEnable GL_ALPHA_TEST");
514 glDisable(GL_ALPHA_TEST);
515 checkGLcall("glDisable GL_ALPHA_TEST");
516 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
522 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
523 glParm = GL_NOTEQUAL;
526 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
527 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
530 glAlphaFunc(glParm, ref);
531 checkGLcall("glAlphaFunc");
535 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
537 DWORD enable = 0xFFFFFFFF;
538 DWORD disable = 0x00000000;
540 if (!stateblock->wineD3DDevice->vs_clipping && use_vs(stateblock))
542 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
543 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
544 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
545 * of that - don't do anything here and keep them disabled
547 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
548 static BOOL warned = FALSE;
550 FIXME("Clipping not supported with vertex shaders\n");
557 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
558 * of already set values
561 /* If enabling / disabling all
562 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
564 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
565 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
566 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
567 if (GL_SUPPORT(ARB_DEPTH_CLAMP))
569 glDisable(GL_DEPTH_CLAMP);
570 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
573 disable = 0xffffffff;
575 if (GL_SUPPORT(ARB_DEPTH_CLAMP))
577 glEnable(GL_DEPTH_CLAMP);
578 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
582 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
583 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
584 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
585 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
586 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
587 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
589 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
590 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
591 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
592 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
593 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
594 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
596 /** update clipping status */
598 stateblock->clip_status.ClipUnion = 0;
599 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
601 stateblock->clip_status.ClipUnion = 0;
602 stateblock->clip_status.ClipIntersection = 0;
606 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
608 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
611 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
613 int blendEquation = GL_FUNC_ADD;
614 int blendEquationAlpha = GL_FUNC_ADD;
616 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
617 if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
618 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
622 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
623 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
624 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
625 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
626 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
627 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
629 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
632 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
633 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
634 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
635 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
636 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
637 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
639 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
642 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
643 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
644 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
645 checkGLcall("glBlendEquationSeparateEXT");
647 TRACE("glBlendEquation(%x)\n", blendEquation);
648 GL_EXTCALL(glBlendEquationEXT(blendEquation));
649 checkGLcall("glBlendEquation");
653 static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
655 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
656 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
657 * specular color. This is wrong:
658 * Separate specular color means the specular colour is maintained separately, whereas
659 * single color means it is merged in. However in both cases they are being used to
661 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
662 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
666 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
667 * Instead, we need to setup the FinalCombiner properly.
669 * The default setup for the FinalCombiner is:
671 * <variable> <input> <mapping> <usage>
672 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
673 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
674 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
675 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
676 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
677 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
678 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
680 * That's pretty much fine as it is, except for variable B, which needs to take
681 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
682 * whether WINED3DRS_SPECULARENABLE is enabled or not.
685 TRACE("Setting specular enable state and materials\n");
686 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
687 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
688 checkGLcall("glMaterialfv");
690 if(stateblock->material.Power > GL_LIMITS(shininess)) {
691 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
692 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
693 * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
694 * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
695 * them, it should be safe to do so without major visual distortions.
697 WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
698 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
700 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
702 checkGLcall("glMaterialf(GL_SHININESS)");
704 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
705 glEnable(GL_COLOR_SUM_EXT);
707 TRACE("Specular colors cannot be enabled in this version of opengl\n");
709 checkGLcall("glEnable(GL_COLOR_SUM)");
711 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
712 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
713 checkGLcall("glFinalCombinerInputNV()");
716 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
718 /* for the case of enabled lighting: */
719 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
720 checkGLcall("glMaterialfv");
722 /* for the case of disabled lighting: */
723 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
724 glDisable(GL_COLOR_SUM_EXT);
726 TRACE("Specular colors cannot be disabled in this version of opengl\n");
728 checkGLcall("glDisable(GL_COLOR_SUM)");
730 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
731 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
732 checkGLcall("glFinalCombinerInputNV()");
736 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
737 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
738 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
739 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
740 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
741 stateblock->material.Specular.b, stateblock->material.Specular.a);
742 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
743 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
745 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
746 checkGLcall("glMaterialfv(GL_AMBIENT)");
747 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
748 checkGLcall("glMaterialfv(GL_DIFFUSE)");
749 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
750 checkGLcall("glMaterialfv(GL_EMISSION)");
753 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
757 /* Note the texture color applies to all textures whereas
758 * GL_TEXTURE_ENV_COLOR applies to active only
761 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
763 /* And now the default texture color as well */
764 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
765 /* Note the WINED3DRS value applies to all textures, but GL has one
766 * per texture, so apply it now ready to be used!
768 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
769 checkGLcall("glActiveTextureARB");
771 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
772 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
776 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
777 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
779 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
780 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
781 GL_EXTCALL(glActiveStencilFaceEXT(face));
782 checkGLcall("glActiveStencilFaceEXT(...)");
783 glStencilFunc(func, ref, mask);
784 checkGLcall("glStencilFunc(...)");
785 glStencilOp(stencilFail, depthFail, stencilPass);
786 checkGLcall("glStencilOp(...)");
789 static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
791 DWORD onesided_enable = FALSE;
792 DWORD twosided_enable = FALSE;
793 GLint func = GL_ALWAYS;
794 GLint func_ccw = GL_ALWAYS;
797 GLint stencilFail = GL_KEEP;
798 GLint depthFail = GL_KEEP;
799 GLint stencilPass = GL_KEEP;
800 GLint stencilFail_ccw = GL_KEEP;
801 GLint depthFail_ccw = GL_KEEP;
802 GLint stencilPass_ccw = GL_KEEP;
804 /* No stencil test without a stencil buffer */
805 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
806 glDisable(GL_STENCIL_TEST);
807 checkGLcall("glDisable GL_STENCIL_TEST");
811 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
812 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
813 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
815 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
816 func_ccw = GL_ALWAYS;
817 ref = stateblock->renderState[WINED3DRS_STENCILREF];
818 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
819 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
820 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
821 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
822 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
823 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
824 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
826 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
827 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
828 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
829 onesided_enable, twosided_enable, ref, mask,
830 func, stencilFail, depthFail, stencilPass,
831 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
833 if (twosided_enable && onesided_enable) {
834 glEnable(GL_STENCIL_TEST);
835 checkGLcall("glEnable GL_STENCIL_TEST");
837 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
838 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
839 * which has an effect on the code below too. If we apply the front face
840 * afterwards, we are sure that the active stencil face is set to front,
841 * and other stencil functions which do not use two sided stencil do not have
844 renderstate_stencil_twosided(context, GL_BACK,
845 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
846 renderstate_stencil_twosided(context, GL_FRONT,
847 func, ref, mask, stencilFail, depthFail, stencilPass);
848 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
849 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
850 checkGLcall("glStencilFuncSeparateATI(...)");
851 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
852 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
853 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
854 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
856 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
858 } else if(onesided_enable) {
859 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
860 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
861 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
864 /* This code disables the ATI extension as well, since the standard stencil functions are equal
865 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
867 glEnable(GL_STENCIL_TEST);
868 checkGLcall("glEnable GL_STENCIL_TEST");
869 glStencilFunc(func, ref, mask);
870 checkGLcall("glStencilFunc(...)");
871 glStencilOp(stencilFail, depthFail, stencilPass);
872 checkGLcall("glStencilOp(...)");
874 glDisable(GL_STENCIL_TEST);
875 checkGLcall("glDisable GL_STENCIL_TEST");
879 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
883 if(stateblock->wineD3DDevice->stencilBufferTarget) {
884 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
889 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
890 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
892 checkGLcall("glStencilMask");
893 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
894 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
898 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
902 if(stateblock->wineD3DDevice->stencilBufferTarget) {
903 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
909 checkGLcall("glStencilMask");
912 static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
915 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
917 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
919 /* Table fog on: Never use fog coords, and use per-fragment fog */
920 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
921 glHint(GL_FOG_HINT, GL_NICEST);
922 if(context->fog_coord) {
923 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
924 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
925 context->fog_coord = FALSE;
930 /* Otherwise use per-vertex fog in any case */
931 glHint(GL_FOG_HINT, GL_FASTEST);
933 if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
934 /* No fog at all, or transformed vertices: Use fog coord */
935 if(!context->fog_coord) {
936 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
937 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
938 context->fog_coord = TRUE;
941 /* Otherwise, use the fragment depth */
942 if(context->fog_coord) {
943 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
944 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
945 context->fog_coord = FALSE;
950 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
952 float fogstart, fogend;
958 switch(context->fog_source) {
964 case FOGSOURCE_COORD:
970 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
971 fogstart = tmpvalue.f;
972 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
974 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
975 if(fogstart == fogend) {
976 fogstart = -1.0f / 0.0f;
982 /* This should not happen.context->fog_source is set in wined3d, not the app.
983 * Still this is needed to make the compiler happy
985 ERR("Unexpected fog coordinate source\n");
990 glFogf(GL_FOG_START, fogstart);
991 checkGLcall("glFogf(GL_FOG_START, fogstart)");
992 TRACE("Fog Start == %f\n", fogstart);
994 glFogf(GL_FOG_END, fogend);
995 checkGLcall("glFogf(GL_FOG_END, fogend)");
996 TRACE("Fog End == %f\n", fogend);
999 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1001 enum fogsource new_source;
1003 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
1005 if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
1006 /* No fog? Disable it, and we're done :-) */
1007 glDisableWINE(GL_FOG);
1008 checkGLcall("glDisable GL_FOG");
1014 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1015 * It can use the Z value of the vertex, or the alpha component of the specular color.
1016 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1017 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1018 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1020 * FOGTABLEMODE != NONE:
1021 * The Z value is used, with the equation specified, no matter what vertex type.
1023 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1024 * Per vertex fog is calculated using the specified fog equation and the parameters
1026 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1027 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1028 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1031 * Rules for vertex fog with shaders:
1033 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1034 * the fog computation to happen during transformation while openGL expects it to happen
1035 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1036 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1037 * To solve this problem, WineD3D does:
1038 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1040 * and 2) disables the fog computation (in either the fixed function or programmable
1041 * rasterizer) if using a vertex program.
1043 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1044 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1045 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1046 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1047 * There are some GL differences between specular fog coords and vertex shaders though.
1049 * With table fog the vertex shader fog coordinate is ignored.
1051 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1055 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1056 * the system will apply only pixel(=table) fog effects."
1058 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1059 if(use_vs(stateblock)) {
1060 glFogi(GL_FOG_MODE, GL_LINEAR);
1061 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1062 new_source = FOGSOURCE_VS;
1064 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1065 /* If processed vertices are used, fall through to the NONE case */
1066 case WINED3DFOG_EXP:
1067 if(!context->last_was_rhw) {
1068 glFogi(GL_FOG_MODE, GL_EXP);
1069 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1070 new_source = FOGSOURCE_FFP;
1075 case WINED3DFOG_EXP2:
1076 if(!context->last_was_rhw) {
1077 glFogi(GL_FOG_MODE, GL_EXP2);
1078 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1079 new_source = FOGSOURCE_FFP;
1084 case WINED3DFOG_LINEAR:
1085 if(!context->last_was_rhw) {
1086 glFogi(GL_FOG_MODE, GL_LINEAR);
1087 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1088 new_source = FOGSOURCE_FFP;
1093 case WINED3DFOG_NONE:
1094 /* Both are none? According to msdn the alpha channel of the specular
1095 * color contains a fog factor. Set it in drawStridedSlow.
1096 * Same happens with Vertexfog on transformed vertices
1098 new_source = FOGSOURCE_COORD;
1099 glFogi(GL_FOG_MODE, GL_LINEAR);
1100 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1104 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1105 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1109 new_source = FOGSOURCE_FFP;
1111 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1112 case WINED3DFOG_EXP:
1113 glFogi(GL_FOG_MODE, GL_EXP);
1114 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1117 case WINED3DFOG_EXP2:
1118 glFogi(GL_FOG_MODE, GL_EXP2);
1119 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1122 case WINED3DFOG_LINEAR:
1123 glFogi(GL_FOG_MODE, GL_LINEAR);
1124 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1127 case WINED3DFOG_NONE: /* Won't happen */
1129 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1133 glEnableWINE(GL_FOG);
1134 checkGLcall("glEnable GL_FOG");
1135 if(new_source != context->fog_source) {
1136 context->fog_source = new_source;
1137 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1141 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1143 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1144 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1148 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1150 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1151 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1152 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1154 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1155 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1159 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1162 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1163 glFogfv(GL_FOG_COLOR, &col[0]);
1164 checkGLcall("glFog GL_FOG_COLOR");
1167 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1173 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1174 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1175 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1178 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1180 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1183 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1184 * The vertex declaration will call this function if the fixed function pipeline is used.
1187 if(isStateDirty(context, STATE_VDECL)) {
1191 context->num_untracked_materials = 0;
1192 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1193 && stateblock->renderState[WINED3DRS_COLORVERTEX])
1195 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1196 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1197 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1198 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1199 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1201 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1202 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1203 Parm = GL_AMBIENT_AND_DIFFUSE;
1207 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1208 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1209 context->num_untracked_materials++;
1211 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1212 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1213 context->num_untracked_materials++;
1215 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1217 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1218 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1219 context->num_untracked_materials++;
1221 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1222 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1223 context->num_untracked_materials++;
1225 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1227 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1228 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1229 context->num_untracked_materials++;
1231 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1236 /* Nothing changed, return. */
1237 if (Parm == context->tracking_parm) return;
1240 glDisable(GL_COLOR_MATERIAL);
1241 checkGLcall("glDisable GL_COLOR_MATERIAL");
1243 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1244 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1245 glEnable(GL_COLOR_MATERIAL);
1246 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1249 /* Apparently calls to glMaterialfv are ignored for properties we're
1250 * tracking with glColorMaterial, so apply those here. */
1251 switch (context->tracking_parm) {
1252 case GL_AMBIENT_AND_DIFFUSE:
1253 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1254 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1255 checkGLcall("glMaterialfv");
1259 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1260 checkGLcall("glMaterialfv");
1264 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1265 checkGLcall("glMaterialfv");
1269 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1270 checkGLcall("glMaterialfv");
1274 /* Only change material color if specular is enabled, otherwise it is set to black */
1275 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1276 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1277 checkGLcall("glMaterialfv");
1279 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1280 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1281 checkGLcall("glMaterialfv");
1286 context->tracking_parm = Parm;
1289 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1293 WINED3DLINEPATTERN lp;
1295 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1297 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1299 if (tmppattern.lp.wRepeatFactor) {
1300 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1301 checkGLcall("glLineStipple(repeat, linepattern)");
1302 glEnable(GL_LINE_STIPPLE);
1303 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1305 glDisable(GL_LINE_STIPPLE);
1306 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1310 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1317 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1318 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1319 TRACE("ZBias value %f\n", tmpvalue.f);
1320 glPolygonOffset(0, -tmpvalue.f);
1321 checkGLcall("glPolygonOffset(0, -Value)");
1322 glEnable(GL_POLYGON_OFFSET_FILL);
1323 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1324 glEnable(GL_POLYGON_OFFSET_LINE);
1325 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1326 glEnable(GL_POLYGON_OFFSET_POINT);
1327 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1329 glDisable(GL_POLYGON_OFFSET_FILL);
1330 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1331 glDisable(GL_POLYGON_OFFSET_LINE);
1332 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1333 glDisable(GL_POLYGON_OFFSET_POINT);
1334 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1339 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1341 if(isStateDirty(context, STATE_VDECL)) {
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 (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
1349 && (stateblock->wineD3DDevice->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1351 glEnable(GL_NORMALIZE);
1352 checkGLcall("glEnable(GL_NORMALIZE);");
1354 glDisable(GL_NORMALIZE);
1355 checkGLcall("glDisable(GL_NORMALIZE);");
1359 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1366 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1367 if (tmpvalue.f != 1.0f)
1369 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1371 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1372 if (tmpvalue.f != 64.0f)
1374 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1379 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1386 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1387 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1389 /* Max point size trumps min point size */
1394 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1395 checkGLcall("glPointParameterfEXT(...)");
1396 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1397 checkGLcall("glPointParameterfEXT(...)");
1400 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1407 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1408 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1410 /* Max point size trumps min point size */
1415 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1416 checkGLcall("glPointParameterfARB(...)");
1417 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1418 checkGLcall("glPointParameterfARB(...)");
1421 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1423 /* TODO: Group this with the viewport */
1425 * POINTSCALEENABLE controls how point size value is treated. If set to
1426 * true, the point size is scaled with respect to height of viewport.
1427 * When set to false point size is in pixels.
1430 /* Default values */
1431 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1435 } pointSize, A, B, C;
1437 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1438 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1439 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1440 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1442 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1443 GLfloat scaleFactor;
1444 float h = stateblock->viewport.Height;
1446 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1448 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1449 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1450 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1451 * are less than 1.0f. scale_factor = 1.0f / point_size.
1453 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1454 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1455 * is 1.0, but then accepts points below that and draws too small points
1457 pointSize.f = GL_LIMITS(pointsizemin);
1458 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1459 /* gl already scales the input to glPointSize,
1460 * d3d scales the result after the point size scale.
1461 * If the point size is bigger than the max size, use the
1462 * scaling to scale it bigger, and set the gl point size to max
1464 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1465 TRACE("scale: %f\n", scaleFactor);
1466 pointSize.f = GL_LIMITS(pointsize);
1470 scaleFactor = pow(h * scaleFactor, 2);
1472 att[0] = A.f / scaleFactor;
1473 att[1] = B.f / scaleFactor;
1474 att[2] = C.f / scaleFactor;
1477 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1478 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1479 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1481 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1482 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1483 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1484 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1485 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1488 glPointSize(pointSize.f);
1489 checkGLcall("glPointSize(...);");
1492 static void state_debug_monitor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1494 WARN("token: %#x\n", stateblock->renderState[WINED3DRS_DEBUGMONITORTOKEN]);
1497 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1499 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1501 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1502 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1503 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1504 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1505 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1506 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1507 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1508 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1509 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1510 checkGLcall("glColorMask(...)");
1512 /* depends on WINED3DRS_COLORWRITEENABLE. */
1513 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1514 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1515 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1516 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1517 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1518 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1519 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1523 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1525 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1526 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1527 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1529 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1530 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1534 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1536 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1537 TRACE("Last Pixel Drawing Enabled\n");
1541 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1544 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1549 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1551 BOOL warned = FALSE;
1552 /* TODO: NV_POINT_SPRITE */
1553 if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1554 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1555 FIXME("Point sprites not supported\n");
1560 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1562 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1563 BOOL warned = FALSE;
1564 if(GL_LIMITS(point_sprite_units) < GL_LIMITS(textures) && !warned) {
1565 if(use_ps(stateblock) || stateblock->lowest_disabled_stage > GL_LIMITS(point_sprite_units)) {
1566 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1571 glEnable(GL_POINT_SPRITE_ARB);
1572 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1574 glDisable(GL_POINT_SPRITE_ARB);
1575 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1579 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1582 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1583 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1584 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1585 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1587 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1590 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1591 stateblock->renderState[WINED3DRS_WRAP1] ||
1592 stateblock->renderState[WINED3DRS_WRAP2] ||
1593 stateblock->renderState[WINED3DRS_WRAP3] ||
1594 stateblock->renderState[WINED3DRS_WRAP4] ||
1595 stateblock->renderState[WINED3DRS_WRAP5] ||
1596 stateblock->renderState[WINED3DRS_WRAP6] ||
1597 stateblock->renderState[WINED3DRS_WRAP7] ||
1598 stateblock->renderState[WINED3DRS_WRAP8] ||
1599 stateblock->renderState[WINED3DRS_WRAP9] ||
1600 stateblock->renderState[WINED3DRS_WRAP10] ||
1601 stateblock->renderState[WINED3DRS_WRAP11] ||
1602 stateblock->renderState[WINED3DRS_WRAP12] ||
1603 stateblock->renderState[WINED3DRS_WRAP13] ||
1604 stateblock->renderState[WINED3DRS_WRAP14] ||
1605 stateblock->renderState[WINED3DRS_WRAP15] ) {
1606 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1610 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1612 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1613 WARN("Multisample antialiasing not supported by gl\n");
1617 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1619 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1620 glEnable(GL_MULTISAMPLE_ARB);
1621 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1623 glDisable(GL_MULTISAMPLE_ARB);
1624 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1628 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1630 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1631 glEnable(GL_SCISSOR_TEST);
1632 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1634 glDisable(GL_SCISSOR_TEST);
1635 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1639 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1646 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1647 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1648 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1649 glEnable(GL_POLYGON_OFFSET_FILL);
1650 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1651 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1652 checkGLcall("glPolygonOffset(...)");
1654 glDisable(GL_POLYGON_OFFSET_FILL);
1655 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1659 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1661 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1662 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1663 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1665 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1666 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1670 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1673 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1674 FIXME(" Stippled Alpha not supported yet.\n");
1677 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1680 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1681 FIXME(" Antialias not supported yet.\n");
1684 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1687 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1688 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1691 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1694 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1695 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1698 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1707 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1709 static BOOL displayed = FALSE;
1711 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1713 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1719 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1722 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1723 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1726 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1729 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1730 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1733 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1736 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1737 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1740 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1742 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1743 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1747 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1749 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1750 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1754 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1756 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1757 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1761 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1763 if(stateblock->renderState[WINED3DRS_ROP2]) {
1764 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1768 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1770 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1771 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1775 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1777 if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
1778 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
1782 static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1784 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1785 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1789 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1791 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1792 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1796 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1798 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1799 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1803 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1805 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1806 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1810 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1812 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1813 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1817 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1819 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1820 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1824 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1826 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1827 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1831 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1833 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1834 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1838 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
1840 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1841 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1845 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1846 #if defined (GL_VERSION_1_3)
1847 # define useext(A) A
1848 #elif defined (GL_EXT_texture_env_combine)
1849 # define useext(A) A##_EXT
1850 #elif defined (GL_ARB_texture_env_combine)
1851 # define useext(A) A##_ARB
1854 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1855 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1856 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1857 * flag specifies the complement of the input should be used. */
1858 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1859 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1861 /* Calculate the operand */
1863 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1864 else *operand = GL_ONE_MINUS_SRC_COLOR;
1866 if (from_alpha) *operand = GL_SRC_ALPHA;
1867 else *operand = GL_SRC_COLOR;
1870 /* Calculate the source */
1871 switch (arg & WINED3DTA_SELECTMASK) {
1872 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1873 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1874 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1875 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1876 case WINED3DTA_SPECULAR:
1878 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1879 * 'Secondary color' and isn't supported until base GL supports it
1880 * There is no concept of temp registers as far as I can tell
1882 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1883 *source = GL_TEXTURE;
1886 FIXME("Unrecognized texture arg %#x\n", arg);
1887 *source = GL_TEXTURE;
1892 /* Setup the texture operations texture stage states */
1893 static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *iface,
1894 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1896 GLenum src1, src2, src3;
1897 GLenum opr1, opr2, opr3;
1899 GLenum src0_target, src1_target, src2_target;
1900 GLenum opr0_target, opr1_target, opr2_target;
1902 GLenum opr=0, invopr, src3_target, opr3_target;
1903 BOOL Handled = FALSE;
1904 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1906 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1908 /* This is called by a state handler which has the gl lock held and a context for the thread */
1910 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1911 the form (a1 <operation> a2). However, some of the more complex operations
1912 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1913 in a third parameter called a0. Therefore these are operations of the form
1914 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1916 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1917 functions below, expect their syntax to differ slightly to those listed in the
1918 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1919 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1922 comb_target = useext(GL_COMBINE_ALPHA);
1923 src0_target = useext(GL_SOURCE0_ALPHA);
1924 src1_target = useext(GL_SOURCE1_ALPHA);
1925 src2_target = useext(GL_SOURCE2_ALPHA);
1926 opr0_target = useext(GL_OPERAND0_ALPHA);
1927 opr1_target = useext(GL_OPERAND1_ALPHA);
1928 opr2_target = useext(GL_OPERAND2_ALPHA);
1929 scal_target = GL_ALPHA_SCALE;
1932 comb_target = useext(GL_COMBINE_RGB);
1933 src0_target = useext(GL_SOURCE0_RGB);
1934 src1_target = useext(GL_SOURCE1_RGB);
1935 src2_target = useext(GL_SOURCE2_RGB);
1936 opr0_target = useext(GL_OPERAND0_RGB);
1937 opr1_target = useext(GL_OPERAND1_RGB);
1938 opr2_target = useext(GL_OPERAND2_RGB);
1939 scal_target = useext(GL_RGB_SCALE);
1942 /* If a texture stage references an invalid texture unit the stage just
1943 * passes through the result from the previous stage */
1944 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1945 arg1 = WINED3DTA_CURRENT;
1946 op = WINED3DTOP_SELECTARG1;
1949 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1950 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1952 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1954 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1955 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1957 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1959 Handled = TRUE; /* Assume will be handled */
1961 /* Other texture operations require special extensions: */
1962 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1965 invopr = GL_ONE_MINUS_SRC_ALPHA;
1966 src3_target = GL_SOURCE3_ALPHA_NV;
1967 opr3_target = GL_OPERAND3_ALPHA_NV;
1970 invopr = GL_ONE_MINUS_SRC_COLOR;
1971 src3_target = GL_SOURCE3_RGB_NV;
1972 opr3_target = GL_OPERAND3_RGB_NV;
1975 case WINED3DTOP_DISABLE: /* Only for alpha */
1976 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1977 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
1978 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
1979 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1980 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
1981 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1982 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1983 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1984 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1985 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1986 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1987 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1988 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1989 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1990 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1991 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1992 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1993 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1995 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
1996 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
1997 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1998 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
1999 if (op == WINED3DTOP_SELECTARG1) {
2000 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2001 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2002 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2003 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2005 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2006 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2007 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2008 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2010 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2011 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2012 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2013 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2014 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2015 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2016 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2017 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2018 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2019 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2020 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2021 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2024 case WINED3DTOP_MODULATE:
2025 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2026 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2027 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2028 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2029 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2030 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2031 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2032 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2033 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2034 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2035 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2036 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2037 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2038 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2039 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2040 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2041 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2042 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2043 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2044 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2046 case WINED3DTOP_MODULATE2X:
2047 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2048 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2049 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2050 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2051 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2052 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2053 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2054 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2055 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2056 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2057 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2058 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2059 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2060 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2061 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2062 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2063 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2064 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2065 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2066 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2068 case WINED3DTOP_MODULATE4X:
2069 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2070 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2071 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2072 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2073 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2074 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2075 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2076 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2077 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2078 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2079 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2080 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2081 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2082 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2083 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2084 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2085 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2086 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2087 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2088 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2091 case WINED3DTOP_ADD:
2092 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2093 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2094 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2095 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2096 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2097 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2098 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2099 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2100 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2101 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2102 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2103 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2104 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2105 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2106 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2107 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2108 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2109 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2110 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2111 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2114 case WINED3DTOP_ADDSIGNED:
2115 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2116 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2117 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2118 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2119 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2120 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2121 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2122 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2123 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2124 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2125 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2126 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2127 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2128 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2129 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2130 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2131 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2132 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2133 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2134 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2137 case WINED3DTOP_ADDSIGNED2X:
2138 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2139 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2140 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2141 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2142 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2143 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2144 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2145 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2146 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2147 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2148 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2149 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2150 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2151 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2152 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2153 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2154 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2155 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2156 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2157 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2160 case WINED3DTOP_ADDSMOOTH:
2161 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2162 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2163 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2164 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2165 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2166 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2167 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2168 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2169 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2170 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2171 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2172 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2173 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2174 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2175 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2176 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2178 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2179 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2180 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2181 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2183 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2184 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2185 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2186 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2189 case WINED3DTOP_BLENDDIFFUSEALPHA:
2190 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2191 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2192 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2193 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2194 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2195 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2196 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2197 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2198 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2199 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2200 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2201 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2202 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2203 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2204 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2205 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2206 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2207 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2208 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2209 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2211 case WINED3DTOP_BLENDTEXTUREALPHA:
2212 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2213 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2214 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2215 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2216 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2217 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2218 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2219 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2220 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2221 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2222 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2223 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2224 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2225 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2226 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2227 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2228 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2229 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2230 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2231 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2233 case WINED3DTOP_BLENDFACTORALPHA:
2234 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2235 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
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, useext(GL_CONSTANT));
2241 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
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, useext(GL_CONSTANT));
2249 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2250 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2251 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2252 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2253 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2255 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2256 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2257 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2258 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2259 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2260 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2261 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2262 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2263 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2264 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2265 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2266 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2267 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2268 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2269 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2270 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2271 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2272 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2273 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2274 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2275 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2277 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2278 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2279 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2280 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2281 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2282 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2283 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2284 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2285 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2286 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2287 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2288 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2289 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2290 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2291 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2292 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2293 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2295 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2296 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2298 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2299 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2300 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2301 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2303 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2304 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2305 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2306 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2307 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2308 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2309 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2310 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2311 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2312 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2313 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2314 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2315 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2317 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2318 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2320 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2321 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2322 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2323 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2324 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2325 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2326 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2327 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2329 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2330 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2331 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2332 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2333 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2334 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2335 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2336 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2337 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2338 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2339 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2340 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2341 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2342 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2343 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2344 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2345 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2347 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2348 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2349 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2350 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2352 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2353 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2354 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2355 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2357 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2358 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2359 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2360 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2361 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2363 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2364 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2365 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2366 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2368 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2369 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2370 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2371 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2372 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2373 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2374 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2375 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2377 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2378 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2380 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2381 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2382 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2383 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2384 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2385 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2386 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2387 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2389 case WINED3DTOP_MULTIPLYADD:
2390 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2391 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2392 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2393 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2394 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2395 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2396 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2397 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2398 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2399 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2400 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2401 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2402 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2403 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2404 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2405 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2406 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2407 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2408 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2409 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2412 case WINED3DTOP_BUMPENVMAP:
2416 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2417 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2423 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2424 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2428 } /* GL_NV_texture_env_combine4 */
2430 Handled = TRUE; /* Again, assume handled */
2432 case WINED3DTOP_DISABLE: /* Only for alpha */
2433 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2434 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2435 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2436 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2437 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2438 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2439 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2440 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2442 case WINED3DTOP_SELECTARG1:
2443 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2444 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2445 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2446 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2447 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2448 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2449 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2450 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2452 case WINED3DTOP_SELECTARG2:
2453 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2454 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2455 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2456 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2457 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2458 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2459 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2460 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2462 case WINED3DTOP_MODULATE:
2463 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2464 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2465 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2466 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2467 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2468 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2469 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2470 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2471 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2472 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2473 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2474 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2476 case WINED3DTOP_MODULATE2X:
2477 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2478 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2479 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2480 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2481 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2482 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2483 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2484 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2485 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2486 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2487 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2488 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2490 case WINED3DTOP_MODULATE4X:
2491 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2492 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2493 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2494 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2495 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2496 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2497 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2498 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2499 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2500 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2501 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2502 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2504 case WINED3DTOP_ADD:
2505 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2506 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2507 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2508 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2509 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2510 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2511 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2512 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2513 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2514 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2515 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2516 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2518 case WINED3DTOP_ADDSIGNED:
2519 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2520 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2521 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2522 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2523 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2524 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2525 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2526 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2527 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2528 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2529 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2530 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2532 case WINED3DTOP_ADDSIGNED2X:
2533 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2534 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2535 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2536 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2537 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2538 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2539 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2540 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2541 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2542 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2543 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2544 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2546 case WINED3DTOP_SUBTRACT:
2547 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
2548 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2549 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2550 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2551 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2552 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2553 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2554 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2555 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2556 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2557 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2558 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2559 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2561 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2565 case WINED3DTOP_BLENDDIFFUSEALPHA:
2566 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2567 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2568 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2569 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2570 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2571 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2572 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2573 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2574 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2575 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2576 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2577 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2578 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2579 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2580 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2581 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2583 case WINED3DTOP_BLENDTEXTUREALPHA:
2584 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2585 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2586 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2587 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2588 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2589 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2590 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2591 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2592 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2593 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2594 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2595 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2596 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2597 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2598 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2599 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2601 case WINED3DTOP_BLENDFACTORALPHA:
2602 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2603 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2604 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2605 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2606 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2607 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2608 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2609 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2610 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2611 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2612 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2613 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2614 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2615 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2616 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2617 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2619 case WINED3DTOP_BLENDCURRENTALPHA:
2620 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2621 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2622 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2623 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2624 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2625 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2626 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2627 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2628 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2629 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2630 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2631 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2632 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2633 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2634 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2635 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2637 case WINED3DTOP_DOTPRODUCT3:
2638 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
2639 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2640 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2641 } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
2642 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2643 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2645 FIXME("This version of opengl does not support GL_DOT3\n");
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");
2658 case WINED3DTOP_LERP:
2659 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2660 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2661 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2662 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2663 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2664 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2665 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2666 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2667 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2668 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2669 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2670 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2671 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2672 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2673 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2674 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2676 case WINED3DTOP_ADDSMOOTH:
2677 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2678 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2679 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2680 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2681 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2683 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2684 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2685 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2686 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2688 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2689 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2690 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2691 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2692 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2693 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2694 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2695 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2696 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2697 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2698 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2699 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2703 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2704 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2705 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2706 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2707 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2708 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2709 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2710 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2711 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2712 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2713 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2714 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2715 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2716 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2717 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2718 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2719 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2720 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2724 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2725 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2726 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2727 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2728 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2729 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2731 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2732 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2733 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2734 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2736 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2737 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2738 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2739 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2740 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2741 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2742 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2743 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2744 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2745 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2746 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2747 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2751 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2752 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2753 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2754 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2755 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2756 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2757 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2758 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2759 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2760 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2762 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2763 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2764 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2765 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2767 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2768 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2769 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2770 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2771 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2772 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2773 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2774 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2778 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2779 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2780 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2781 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2782 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2783 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2785 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2786 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2787 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2788 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2790 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2791 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2792 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2793 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2794 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2795 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2796 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2797 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2798 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2799 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2800 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2801 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2805 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2806 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2807 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2808 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2809 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2810 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2812 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2813 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2814 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2815 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2817 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2818 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2819 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2820 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2822 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2823 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2824 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2825 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2827 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2828 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2829 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2830 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2831 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2832 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2833 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2834 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2838 case WINED3DTOP_MULTIPLYADD:
2839 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2840 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2841 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2842 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2843 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2844 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2845 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2846 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2847 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2848 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2849 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2850 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2851 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2852 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2853 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2854 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2855 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2859 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2860 case WINED3DTOP_BUMPENVMAP:
2861 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2862 /* Technically texture shader support without register combiners is possible, but not expected to occur
2863 * on real world cards, so for now a fixme should be enough
2865 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2872 BOOL combineOK = TRUE;
2873 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2877 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2879 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2882 /* Note: If COMBINE4 in effect can't go back to combine! */
2884 case WINED3DTOP_ADDSMOOTH:
2885 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2886 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2887 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2888 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2889 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2890 case WINED3DTOP_MULTIPLYADD:
2891 /* Ignore those implemented in both cases */
2893 case WINED3DTOP_SELECTARG1:
2894 case WINED3DTOP_SELECTARG2:
2899 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2906 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2907 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2913 /* After all the extensions, if still unhandled, report fixme */
2914 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2918 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2920 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2921 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2922 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2924 TRACE("Setting color op for stage %d\n", stage);
2926 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2927 if (use_ps(stateblock)) return;
2929 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2931 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2933 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2934 FIXME("Attempt to enable unsupported stage!\n");
2937 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2938 checkGLcall("glActiveTextureARB");
2941 if(stage >= stateblock->lowest_disabled_stage) {
2942 TRACE("Stage disabled\n");
2943 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2945 /* Disable everything here */
2946 glDisable(GL_TEXTURE_2D);
2947 checkGLcall("glDisable(GL_TEXTURE_2D)");
2948 glDisable(GL_TEXTURE_3D);
2949 checkGLcall("glDisable(GL_TEXTURE_3D)");
2950 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2951 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
2952 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
2954 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
2955 glDisable(GL_TEXTURE_RECTANGLE_ARB);
2956 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
2963 /* The sampler will also activate the correct texture dimensions, so no need to do it here
2964 * if the sampler for this stage is dirty
2966 if(!isStateDirty(context, STATE_SAMPLER(stage))) {
2967 if (tex_used) texture_activate_dimensions(stage, stateblock, context);
2970 set_tex_op(context, (IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
2971 stateblock->textureState[stage][WINED3DTSS_COLOROP],
2972 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
2973 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
2974 stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
2977 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
2979 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2980 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2981 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
2982 DWORD op, arg1, arg2, arg0;
2984 TRACE("Setting alpha op for stage %d\n", stage);
2985 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2986 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
2988 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2989 FIXME("Attempt to enable unsupported stage!\n");
2992 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2993 checkGLcall("glActiveTextureARB");
2996 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
2997 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
2998 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
2999 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3001 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
3003 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
3005 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3007 IWineD3DSurfaceImpl *surf;
3009 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3011 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
3013 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3014 * properly. On the other hand applications can still use texture combiners apparently. This code
3015 * takes care that apps cannot remove the texture's alpha channel entirely.
3017 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3018 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3019 * and alpha component of diffuse color to draw things like translucent text and perform other
3022 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3023 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3024 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3025 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3026 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3027 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3028 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3029 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3030 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3033 * What to do with multitexturing? So far no app has been found that uses color keying with
3035 if (op == WINED3DTOP_DISABLE)
3037 arg1 = WINED3DTA_TEXTURE;
3038 op = WINED3DTOP_SELECTARG1;
3040 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3042 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3044 arg2 = WINED3DTA_TEXTURE;
3045 op = WINED3DTOP_MODULATE;
3047 else arg1 = WINED3DTA_TEXTURE;
3049 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3051 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3053 arg1 = WINED3DTA_TEXTURE;
3054 op = WINED3DTOP_MODULATE;
3056 else arg2 = WINED3DTA_TEXTURE;
3062 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3063 * this if block here, and the other code(color keying, texture unit selection) are the same
3065 TRACE("Setting alpha op for stage %d\n", stage);
3066 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3067 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3068 op, arg1, arg2, arg0,
3070 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3072 set_tex_op(context, (IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3073 op, arg1, arg2, arg0);
3077 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3079 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3080 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3084 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3085 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
3087 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3091 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3093 if(mapped_stage >= GL_LIMITS(textures)) {
3096 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3097 checkGLcall("glActiveTextureARB");
3098 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3099 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3101 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3102 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
3103 stateblock->wineD3DDevice->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3104 ? stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
3105 : WINED3DFMT_UNKNOWN,
3106 stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3108 /* The sampler applying function calls us if this changes */
3109 if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
3112 FIXME("Non-power2 texture being used with generated texture coords\n");
3114 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3115 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3116 if (!use_ps(stateblock)) {
3117 TRACE("Non power two matrix multiply fixup\n");
3118 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3123 static void unloadTexCoords(const struct wined3d_context *context)
3125 unsigned int texture_idx;
3127 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3128 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3129 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3133 static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
3134 const struct wined3d_stream_info *si, GLuint *curVBO)
3136 const UINT *offset = stateblock->streamOffset;
3137 unsigned int mapped_stage = 0;
3138 unsigned int textureNo = 0;
3140 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3141 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3143 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3144 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3146 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3148 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3150 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3151 textureNo, mapped_stage, coordIdx, e->data);
3153 if (*curVBO != e->buffer_object)
3155 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3156 checkGLcall("glBindBufferARB");
3157 *curVBO = e->buffer_object;
3160 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3161 checkGLcall("glClientActiveTextureARB");
3163 /* The coords to supply depend completely on the fvf / vertex shader */
3164 glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
3165 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
3166 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3168 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3171 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3172 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3173 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3174 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3178 checkGLcall("loadTexCoords");
3181 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3183 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3184 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3185 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3186 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3187 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3188 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3190 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3192 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3196 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3197 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3200 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3201 checkGLcall("glActiveTextureARB");
3203 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3205 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3206 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3207 * means use the vertex position (camera-space) as the input texture coordinates
3208 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3209 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3210 * to the TEXCOORDINDEX value
3212 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3214 case WINED3DTSS_TCI_PASSTHRU:
3215 /* Use the specified texture coordinates contained within the
3216 * vertex format. This value resolves to zero. */
3217 glDisable(GL_TEXTURE_GEN_S);
3218 glDisable(GL_TEXTURE_GEN_T);
3219 glDisable(GL_TEXTURE_GEN_R);
3220 glDisable(GL_TEXTURE_GEN_Q);
3221 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3224 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3225 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3226 * as the input texture coordinates for this stage's texture transformation. This
3227 * equates roughly to EYE_LINEAR */
3229 glMatrixMode(GL_MODELVIEW);
3232 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3233 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3234 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3235 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3237 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3239 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3240 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3241 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3242 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3244 glEnable(GL_TEXTURE_GEN_S);
3245 glEnable(GL_TEXTURE_GEN_T);
3246 glEnable(GL_TEXTURE_GEN_R);
3247 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3251 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3252 /* Note that NV_TEXGEN_REFLECTION support is implied when
3253 * ARB_TEXTURE_CUBE_MAP is supported */
3254 if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
3256 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3260 glMatrixMode(GL_MODELVIEW);
3263 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3264 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3265 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3266 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3268 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3270 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3271 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3272 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3273 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3275 glEnable(GL_TEXTURE_GEN_S);
3276 glEnable(GL_TEXTURE_GEN_T);
3277 glEnable(GL_TEXTURE_GEN_R);
3278 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3282 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3283 /* Note that NV_TEXGEN_REFLECTION support is implied when
3284 * ARB_TEXTURE_CUBE_MAP is supported */
3285 if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
3287 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3291 glMatrixMode(GL_MODELVIEW);
3294 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3295 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3296 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3297 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3299 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3301 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3302 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3303 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3304 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3306 glEnable(GL_TEXTURE_GEN_S);
3307 glEnable(GL_TEXTURE_GEN_T);
3308 glEnable(GL_TEXTURE_GEN_R);
3309 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3313 case WINED3DTSS_TCI_SPHEREMAP:
3314 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3315 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3316 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3318 glEnable(GL_TEXTURE_GEN_S);
3319 glEnable(GL_TEXTURE_GEN_T);
3320 glDisable(GL_TEXTURE_GEN_R);
3321 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3326 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
3327 stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3328 glDisable(GL_TEXTURE_GEN_S);
3329 glDisable(GL_TEXTURE_GEN_T);
3330 glDisable(GL_TEXTURE_GEN_R);
3331 glDisable(GL_TEXTURE_GEN_Q);
3332 checkGLcall("Disable texgen.");
3337 /* Update the texture matrix */
3338 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3339 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3342 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3343 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3344 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3345 * and do all the things linked to it
3346 * TODO: Tidy that up to reload only the arrays of the changed unit
3348 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
3350 unloadTexCoords(context);
3351 loadTexCoords(context, stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3355 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3357 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3359 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3360 * has an update pending
3362 if(isStateDirty(context, STATE_VDECL) ||
3363 isStateDirty(context, STATE_PIXELSHADER)) {
3367 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock));
3370 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3372 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3374 if (stateblock->pixelShader && stage != 0
3375 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
3377 /* The pixel shader has to know the luminance scale. Do a constants update if it
3378 * isn't scheduled anyway
3380 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3381 !isStateDirty(context, STATE_PIXELSHADER)) {
3382 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3387 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3389 const DWORD sampler = state - STATE_SAMPLER(0);
3390 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3392 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3394 if(!texture) return;
3395 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3396 * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3397 * scaling is reapplied or removed, the texture matrix has to be reapplied
3399 * The mapped stage is already active because the sampler() function below, which is part of the
3402 if(sampler < MAX_TEXTURES) {
3403 const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
3405 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3407 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3408 else context->lastWasPow2Texture &= ~(1 << sampler);
3409 transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3414 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3416 DWORD sampler = state - STATE_SAMPLER(0);
3417 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3423 TRACE("Sampler: %d\n", sampler);
3424 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3425 * only has to bind textures and set the per texture states
3428 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3430 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3434 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3437 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3438 checkGLcall("glActiveTextureARB");
3440 if(stateblock->textures[sampler]) {
3441 BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
3442 IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
3443 tex_impl->baseTexture.internal_preload(stateblock->textures[sampler], srgb ? SRGB_SRGB : SRGB_RGB);
3444 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
3445 basetexture_apply_state_changes(stateblock->textures[sampler],
3446 stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3448 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3449 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3450 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3451 GL_TEXTURE_LOD_BIAS_EXT,
3453 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3456 if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
3458 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3459 /* If color keying is enabled update the alpha test, it depends on the existence
3460 * of a color key in stage 0
3462 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3466 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3467 if (!tex_impl->baseTexture.pow2Matrix_identity) {
3468 IWineD3DDeviceImpl* d3ddevice = stateblock->wineD3DDevice;
3469 d3ddevice->shader_backend->shader_load_np2fixup_constants(
3470 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
3472 } else if(mapped_stage < GL_LIMITS(textures)) {
3473 if(sampler < stateblock->lowest_disabled_stage) {
3474 /* TODO: What should I do with pixel shaders here ??? */
3475 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3476 /* If color keying is enabled update the alpha test, it depends on the existence
3477 * of a color key in stage 0
3479 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3481 } /* Otherwise tex_colorop disables the stage */
3482 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3483 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3487 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3489 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3490 BOOL use_pshader = use_ps(stateblock);
3491 BOOL use_vshader = use_vs(stateblock);
3495 if(!context->last_was_pshader) {
3496 /* Former draw without a pixel shader, some samplers
3497 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3498 * make sure to enable them
3500 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3501 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3502 sampler(STATE_SAMPLER(i), stateblock, context);
3505 context->last_was_pshader = TRUE;
3507 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3508 * if a different texture was bound. I don't have to do anything.
3512 /* Disabled the pixel shader - color ops weren't applied
3513 * while it was enabled, so re-apply them.
3515 for(i=0; i < MAX_TEXTURES; i++) {
3516 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3517 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3518 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3521 context->last_was_pshader = FALSE;
3524 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3525 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3527 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3528 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3533 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3535 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3536 if (stateblock->pixelShader && stage != 0
3537 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
3539 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3542 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3543 !isStateDirty(context, STATE_PIXELSHADER)) {
3544 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3549 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3551 /* This function is called by transform_view below if the view matrix was changed too
3553 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3554 * does not always update the world matrix, only on a switch between transformed
3555 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3556 * draw, but that should be rather rare and cheaper in total.
3558 glMatrixMode(GL_MODELVIEW);
3559 checkGLcall("glMatrixMode");
3561 if(context->last_was_rhw) {
3563 checkGLcall("glLoadIdentity()");
3565 /* In the general case, the view matrix is the identity matrix */
3566 if (stateblock->wineD3DDevice->view_ident) {
3567 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3568 checkGLcall("glLoadMatrixf");
3570 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3571 checkGLcall("glLoadMatrixf");
3572 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3573 checkGLcall("glMultMatrixf");
3578 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3580 UINT index = state - STATE_CLIPPLANE(0);
3582 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3586 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3587 if(!use_vs(stateblock)) {
3588 glMatrixMode(GL_MODELVIEW);
3590 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3592 /* with vertex shaders, clip planes are not transformed in direct3d,
3593 * in OpenGL they are still transformed by the model view.
3594 * Use this to swap the y coordinate if necessary
3596 glMatrixMode(GL_MODELVIEW);
3599 if (context->render_offscreen) glScalef(1.0f, -1.0f, 1.0f);
3602 TRACE("Clipplane [%f,%f,%f,%f]\n",
3603 stateblock->clipplane[index][0],
3604 stateblock->clipplane[index][1],
3605 stateblock->clipplane[index][2],
3606 stateblock->clipplane[index][3]);
3607 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3608 checkGLcall("glClipPlane");
3613 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3615 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3617 TRACE("Setting world matrix %d\n", matrix);
3619 if(matrix >= GL_LIMITS(blends)) {
3620 WARN("Unsupported blend matrix set\n");
3622 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3626 /* GL_MODELVIEW0_ARB: 0x1700
3627 * GL_MODELVIEW1_ARB: 0x850a
3628 * GL_MODELVIEW2_ARB: 0x8722
3629 * GL_MODELVIEW3_ARB: 0x8723
3631 * GL_MODELVIEW31_ARB: 0x873F
3633 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3634 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3636 glMatrixMode(glMat);
3637 checkGLcall("glMatrixMode(glMat)");
3639 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3640 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3642 if(stateblock->wineD3DDevice->view_ident) {
3643 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3644 checkGLcall("glLoadMatrixf");
3646 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3647 checkGLcall("glLoadMatrixf");
3648 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3649 checkGLcall("glMultMatrixf");
3653 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3655 static BOOL once = FALSE;
3657 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3658 case WINED3DVBF_1WEIGHTS:
3659 case WINED3DVBF_2WEIGHTS:
3660 case WINED3DVBF_3WEIGHTS:
3663 /* TODO: Implement vertex blending in drawStridedSlow */
3664 FIXME("Vertex blending enabled, but not supported by hardware\n");
3668 case WINED3DVBF_TWEENING:
3669 WARN("Tweening not supported yet\n");
3673 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3675 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3678 case WINED3DVBF_1WEIGHTS:
3679 case WINED3DVBF_2WEIGHTS:
3680 case WINED3DVBF_3WEIGHTS:
3681 glEnable(GL_VERTEX_BLEND_ARB);
3682 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3684 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3685 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3687 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3689 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3691 for(i = 1; i < GL_LIMITS(blends); i++) {
3692 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3693 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3696 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3700 case WINED3DVBF_DISABLE:
3701 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3702 glDisable(GL_VERTEX_BLEND_ARB);
3703 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3706 case WINED3DVBF_TWEENING:
3707 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3708 * vertex weights in the vertices?
3709 * For now we don't report that as supported, so a warn should suffice
3711 WARN("Tweening not supported yet\n");
3716 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3720 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3721 * NOTE: We have to reset the positions even if the light/plane is not currently
3722 * enabled, since the call to enable it will not reset the position.
3723 * NOTE2: Apparently texture transforms do NOT need reapplying
3726 const PLIGHTINFOEL *light = NULL;
3728 glMatrixMode(GL_MODELVIEW);
3729 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3730 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3731 checkGLcall("glLoadMatrixf(...)");
3733 /* Reset lights. TODO: Call light apply func */
3734 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3735 light = stateblock->activeLights[k];
3736 if(!light) continue;
3737 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3738 checkGLcall("glLightfv posn");
3739 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3740 checkGLcall("glLightfv dirn");
3743 /* Reset Clipping Planes */
3744 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3745 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3746 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3750 if(context->last_was_rhw) {
3752 checkGLcall("glLoadIdentity()");
3753 /* No need to update the world matrix, the identity is fine */
3757 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3758 * No need to do it here if the state is scheduled for update.
3760 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3761 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3764 /* Avoid looping over a number of matrices if the app never used the functionality */
3765 if(stateblock->wineD3DDevice->vertexBlendUsed) {
3766 for(k = 1; k < GL_LIMITS(blends); k++) {
3767 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3768 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3774 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3776 glMatrixMode(GL_PROJECTION);
3777 checkGLcall("glMatrixMode(GL_PROJECTION)");
3779 checkGLcall("glLoadIdentity");
3781 if(context->last_was_rhw) {
3782 double X, Y, height, width, minZ, maxZ;
3784 X = stateblock->viewport.X;
3785 Y = stateblock->viewport.Y;
3786 height = stateblock->viewport.Height;
3787 width = stateblock->viewport.Width;
3788 minZ = stateblock->viewport.MinZ;
3789 maxZ = stateblock->viewport.MaxZ;
3791 if(!stateblock->wineD3DDevice->untransformed) {
3792 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3793 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3794 * suppress depth clipping. This can be done because it is an orthogonal projection and
3795 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3796 * Persia 3D need this.
3798 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3799 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3800 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3803 * Also note that this breaks z comparison against z values filled in with clear,
3804 * but no app depending on that and disabled clipping has been found yet. Comparing
3805 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3808 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3809 * but this would break Z buffer operation. Raising the range to something less than
3810 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3813 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3814 if (context->render_offscreen)
3816 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3818 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3821 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3822 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3823 * unmodified to opengl.
3825 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3826 * replacement shader.
3828 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3829 if (context->render_offscreen)
3831 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3833 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3836 checkGLcall("glOrtho");
3838 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3839 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3840 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3842 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3843 * render everything upside down when rendering offscreen. */
3844 if (context->render_offscreen)
3846 glScalef(1.0f, -1.0f, 1.0f);
3847 checkGLcall("glScalef");
3850 /* The rule is that the window coordinate 0 does not correspond to the
3851 beginning of the first pixel, but the center of the first pixel.
3852 As a consequence if you want to correctly draw one line exactly from
3853 the left to the right end of the viewport (with all matrices set to
3854 be identity), the x coords of both ends of the line would be not
3855 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3858 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3859 divide by the Width/Height, so we need the half range(1.0) to translate by
3862 The other fun is that d3d's output z range after the transformation is [0;1],
3863 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3864 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3865 of Z buffer precision and the clear values do not match in the z test. Thus scale
3866 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3870 * Careful with the order of operations here, we're essentially working backwards:
3872 * y = (y - 1/h) * flip;
3876 * glTranslatef(0.0, 0.0, -1.0);
3877 * glScalef(1.0, 1.0, 2.0);
3879 * glScalef(1.0, flip, 1.0);
3880 * glTranslatef(1/w, -1/h, 0.0);
3882 * This is equivalent to:
3883 * glTranslatef(1/w, -flip/h, -1.0)
3884 * glScalef(1.0, flip, 2.0);
3887 /* Translate by slightly less than a half pixel to force a top-left
3888 * filling convention. We want the difference to be large enough that
3889 * it doesn't get lost due to rounding inside the driver, but small
3890 * enough to prevent it from interfering with any anti-aliasing. */
3891 GLfloat xoffset = (63.0f / 64.0f) / stateblock->viewport.Width;
3892 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
3894 if (context->render_offscreen)
3896 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3897 * render everything upside down when rendering offscreen. */
3898 glTranslatef(xoffset, -yoffset, -1.0f);
3899 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3900 glScalef(1.0f, -1.0f, 2.0f);
3902 glTranslatef(xoffset, yoffset, -1.0f);
3903 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3904 glScalef(1.0f, 1.0f, 2.0f);
3906 checkGLcall("glScalef");
3908 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3909 checkGLcall("glLoadMatrixf");
3913 /* This should match any arrays loaded in loadVertexData.
3914 * stateblock impl is required for GL_SUPPORT
3915 * TODO: Only load / unload arrays if we have to.
3917 static inline void unloadVertexData(const struct wined3d_context *context)
3919 glDisableClientState(GL_VERTEX_ARRAY);
3920 glDisableClientState(GL_NORMAL_ARRAY);
3921 glDisableClientState(GL_COLOR_ARRAY);
3922 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3923 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3925 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3926 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3928 unloadTexCoords(context);
3931 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context, int i)
3933 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3934 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3936 context->numbered_array_mask &= ~(1 << i);
3939 /* This should match any arrays loaded in loadNumberedArrays
3940 * TODO: Only load / unload arrays if we have to.
3942 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
3944 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3945 GLint maxAttribs = 16;
3948 /* Leave all the attribs disabled */
3949 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3950 /* MESA does not support it right not */
3951 if (glGetError() != GL_NO_ERROR)
3953 for (i = 0; i < maxAttribs; ++i) {
3954 unload_numbered_array(stateblock, context, i);
3958 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
3959 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
3961 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
3963 const UINT *offset = stateblock->streamOffset;
3964 struct wined3d_buffer *vb;
3965 DWORD_PTR shift_index;
3967 /* Default to no instancing */
3968 stateblock->wineD3DDevice->instancedDraw = FALSE;
3970 for (i = 0; i < MAX_ATTRIBS; i++) {
3971 if (!(stream_info->use_map & (1 << i)))
3973 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3977 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3978 if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
3980 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3981 stateblock->wineD3DDevice->instancedDraw = TRUE;
3985 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
3987 if (stream_info->elements[i].stride)
3989 if (curVBO != stream_info->elements[i].buffer_object)
3991 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
3992 checkGLcall("glBindBufferARB");
3993 curVBO = stream_info->elements[i].buffer_object;
3995 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
3996 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3997 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3998 * vbo we won't be load converted attributes anyway
4000 if (curVBO && vb->conversion_shift)
4002 TRACE("Loading attribute from shifted buffer\n");
4003 TRACE("Attrib %d has original stride %d, new stride %d\n",
4004 i, stream_info->elements[i].stride, vb->conversion_stride);
4005 TRACE("Original offset %p, additional offset 0x%08x\n",
4006 stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
4007 TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
4008 shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
4009 shift_index = shift_index % stream_info->elements[i].stride;
4010 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4011 stream_info->elements[i].format_desc->gl_vtx_type,
4012 stream_info->elements[i].format_desc->gl_normalized,
4013 vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
4014 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4015 + offset[stream_info->elements[i].stream_idx]));
4018 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
4019 stream_info->elements[i].format_desc->gl_vtx_type,
4020 stream_info->elements[i].format_desc->gl_normalized,
4021 stream_info->elements[i].stride, stream_info->elements[i].data
4022 + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
4023 + offset[stream_info->elements[i].stream_idx]));
4026 if (!(context->numbered_array_mask & (1 << i)))
4028 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4029 context->numbered_array_mask |= (1 << i);
4032 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4033 * set up the attribute statically. But we have to figure out the system memory address.
4035 const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
4036 if (stream_info->elements[i].buffer_object)
4038 vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
4039 ptr += (long) buffer_get_sysmem(vb);
4042 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4044 switch (stream_info->elements[i].format_desc->format)
4046 case WINED3DFMT_R32_FLOAT:
4047 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4049 case WINED3DFMT_R32G32_FLOAT:
4050 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4052 case WINED3DFMT_R32G32B32_FLOAT:
4053 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4055 case WINED3DFMT_R32G32B32A32_FLOAT:
4056 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4059 case WINED3DFMT_R8G8B8A8_UINT:
4060 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4062 case WINED3DFMT_A8R8G8B8:
4063 if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
4065 const DWORD *src = (const DWORD *)ptr;
4066 DWORD c = *src & 0xff00ff00;
4067 c |= (*src & 0xff0000) >> 16;
4068 c |= (*src & 0xff) << 16;
4069 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4072 /* else fallthrough */
4073 case WINED3DFMT_R8G8B8A8_UNORM:
4074 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4077 case WINED3DFMT_R16G16_SINT:
4078 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4080 case WINED3DFMT_R16G16B16A16_SINT:
4081 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4084 case WINED3DFMT_R16G16_SNORM:
4086 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4087 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4090 case WINED3DFMT_R16G16_UNORM:
4092 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4093 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4096 case WINED3DFMT_R16G16B16A16_SNORM:
4097 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4099 case WINED3DFMT_R16G16B16A16_UNORM:
4100 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4103 case WINED3DFMT_R10G10B10A2_UINT:
4104 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4105 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4107 case WINED3DFMT_R10G10B10A2_SNORM:
4108 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4109 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4112 case WINED3DFMT_R16G16_FLOAT:
4113 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4114 * byte float according to the IEEE standard
4116 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4118 case WINED3DFMT_R16G16B16A16_FLOAT:
4119 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4123 ERR("Unexpected declaration in stride 0 attributes\n");
4129 checkGLcall("Loading numbered arrays");
4132 /* Used from 2 different functions, and too big to justify making it inlined */
4133 static void loadVertexData(const struct wined3d_context *context, IWineD3DStateBlockImpl *stateblock,
4134 const struct wined3d_stream_info *si)
4136 const UINT *offset = stateblock->streamOffset;
4137 GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
4138 const struct wined3d_stream_info_element *e;
4140 TRACE("Using fast vertex array code\n");
4142 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4143 stateblock->wineD3DDevice->instancedDraw = FALSE;
4145 /* Blend Data ---------------------------------------------- */
4146 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4147 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4149 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4151 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4152 TRACE("Blend %d %p %d\n", e->format_desc->component_count,
4153 e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
4155 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4156 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4158 GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
4160 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4161 WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) ,
4162 sd->u.s.blendWeights.dwStride,
4163 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4165 if (curVBO != e->buffer_object)
4167 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4168 checkGLcall("glBindBufferARB");
4169 curVBO = e->buffer_object;
4172 GL_EXTCALL(glWeightPointerARB)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4173 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4175 checkGLcall("glWeightPointerARB");
4177 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4182 FIXME("blendMatrixIndices support\n");
4187 /* TODO: support blends in drawStridedSlow
4188 * No need to write a FIXME here, this is done after the general vertex decl decoding
4190 WARN("unsupported blending in openGl\n");
4193 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4194 static const GLbyte one = 1;
4195 GL_EXTCALL(glWeightbvARB(1, &one));
4196 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4200 /* Point Size ----------------------------------------------*/
4201 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4203 /* no such functionality in the fixed function GL pipeline */
4204 TRACE("Cannot change ptSize here in openGl\n");
4205 /* TODO: Implement this function in using shaders if they are available */
4208 /* Vertex Pointers -----------------------------------------*/
4209 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4211 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n", e->stride, e->size, e->data));
4213 e = &si->elements[WINED3D_FFP_POSITION];
4214 if (curVBO != e->buffer_object)
4216 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4217 checkGLcall("glBindBufferARB");
4218 curVBO = e->buffer_object;
4221 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4222 handling for rhw mode should not impact screen position whereas in GL it does.
4223 This may result in very slightly distorted textures in rhw mode.
4224 There's always the other option of fixing the view matrix to
4225 prevent w from having any effect.
4227 This only applies to user pointer sources, in VBOs the vertices are fixed up
4229 if (!e->buffer_object)
4231 glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
4232 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4234 glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4235 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4237 checkGLcall("glVertexPointer(...)");
4238 glEnableClientState(GL_VERTEX_ARRAY);
4239 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4242 /* Normals -------------------------------------------------*/
4243 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4245 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n", e->stride, e->data));
4247 e = &si->elements[WINED3D_FFP_NORMAL];
4248 if (curVBO != e->buffer_object)
4250 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4251 checkGLcall("glBindBufferARB");
4252 curVBO = e->buffer_object;
4254 glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
4255 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4256 checkGLcall("glNormalPointer(...)");
4257 glEnableClientState(GL_NORMAL_ARRAY);
4258 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4261 glNormal3f(0, 0, 0);
4262 checkGLcall("glNormal3f(0, 0, 0)");
4265 /* Diffuse Colour --------------------------------------------*/
4266 /* WARNING: Data here MUST be in RGBA format, so cannot */
4267 /* go directly into fast mode from app pgm, because */
4268 /* directx requires data in BGRA format. */
4269 /* currently fixupVertices swizzles the format, but this isn't*/
4270 /* very practical when using VBOs */
4271 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4272 /* , or the user doesn't care and wants the speed advantage */
4274 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4276 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4278 e = &si->elements[WINED3D_FFP_DIFFUSE];
4279 if (curVBO != e->buffer_object)
4281 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4282 checkGLcall("glBindBufferARB");
4283 curVBO = e->buffer_object;
4286 glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
4287 e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4288 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4289 glEnableClientState(GL_COLOR_ARRAY);
4290 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4293 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4294 checkGLcall("glColor4f(1, 1, 1, 1)");
4297 /* Specular Colour ------------------------------------------*/
4298 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4300 TRACE("setting specular colour\n");
4301 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
4303 e = &si->elements[WINED3D_FFP_SPECULAR];
4304 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4305 GLenum type = e->format_desc->gl_vtx_type;
4306 GLint format = e->format_desc->gl_vtx_format;
4308 if (curVBO != e->buffer_object)
4310 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4311 checkGLcall("glBindBufferARB");
4312 curVBO = e->buffer_object;
4315 if(format != 4 || (GLINFO_LOCATION.quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4317 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4318 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4319 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4320 * 4 component secondary colors use it
4322 GL_EXTCALL(glSecondaryColorPointerEXT)(format, type,
4323 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4324 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4330 case GL_UNSIGNED_BYTE:
4331 GL_EXTCALL(glSecondaryColorPointerEXT)(3, GL_UNSIGNED_BYTE,
4332 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4333 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4337 FIXME("Add 4 component specular color pointers for type %x\n", type);
4338 /* Make sure that the right color component is dropped */
4339 GL_EXTCALL(glSecondaryColorPointerEXT)(3, type,
4340 e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
4341 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4344 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4345 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4348 /* Missing specular color is not critical, no warnings */
4349 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4353 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4354 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4355 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4358 /* Missing specular color is not critical, no warnings */
4359 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4363 /* Texture coords -------------------------------------------*/
4364 loadTexCoords(context, stateblock, si, &curVBO);
4367 static inline void drawPrimitiveTraceDataLocations(const struct wined3d_stream_info *dataLocations)
4369 /* Dump out what parts we have supplied */
4370 TRACE("Strided Data:\n");
4371 TRACE_STRIDED((dataLocations), WINED3D_FFP_POSITION);
4372 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDWEIGHT);
4373 TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDINDICES);
4374 TRACE_STRIDED((dataLocations), WINED3D_FFP_NORMAL);
4375 TRACE_STRIDED((dataLocations), WINED3D_FFP_PSIZE);
4376 TRACE_STRIDED((dataLocations), WINED3D_FFP_DIFFUSE);
4377 TRACE_STRIDED((dataLocations), WINED3D_FFP_SPECULAR);
4378 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD0);
4379 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD1);
4380 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD2);
4381 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD3);
4382 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD4);
4383 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD5);
4384 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD6);
4385 TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD7);
4390 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4392 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4394 struct wined3d_stream_info *dataLocations = &device->strided_streams;
4395 BOOL useVertexShaderFunction;
4396 BOOL load_numbered = FALSE;
4397 BOOL load_named = FALSE;
4399 useVertexShaderFunction = (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader) ? TRUE : FALSE;
4401 if(device->up_strided) {
4402 /* Note: this is a ddraw fixed-function code path */
4403 TRACE("================ Strided Input ===================\n");
4404 device_stream_info_from_strided(device, device->up_strided, dataLocations);
4407 drawPrimitiveTraceDataLocations(dataLocations);
4410 /* Note: This is a fixed function or shader codepath.
4411 * This means it must handle both types of strided data.
4412 * Shaders must go through here to zero the strided data, even if they
4413 * don't set any declaration at all
4415 TRACE("================ Vertex Declaration ===================\n");
4416 device_stream_info_from_declaration(device, useVertexShaderFunction, dataLocations, &fixup);
4419 if (dataLocations->position_transformed) useVertexShaderFunction = FALSE;
4421 if(useVertexShaderFunction) {
4422 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4423 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4424 device->useDrawStridedSlow = TRUE;
4426 load_numbered = TRUE;
4427 device->useDrawStridedSlow = FALSE;
4432 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
4433 slow_mask |= -!GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA) & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
4435 if (fixup || (!dataLocations->position_transformed
4436 && !(dataLocations->use_map & slow_mask)))
4438 /* Load the vertex data using named arrays */
4440 device->useDrawStridedSlow = FALSE;
4444 TRACE("Not loading vertex data\n");
4445 device->useDrawStridedSlow = TRUE;
4449 if (context->numberedArraysLoaded && !load_numbered)
4451 unloadNumberedArrays(stateblock, context);
4452 context->numberedArraysLoaded = FALSE;
4453 context->numbered_array_mask = 0;
4455 else if (context->namedArraysLoaded)
4457 unloadVertexData(context);
4458 context->namedArraysLoaded = FALSE;
4463 TRACE("Loading numbered arrays\n");
4464 loadNumberedArrays(stateblock, dataLocations, context);
4465 context->numberedArraysLoaded = TRUE;
4467 else if (load_named)
4469 TRACE("Loading vertex data\n");
4470 loadVertexData(context, stateblock, dataLocations);
4471 context->namedArraysLoaded = TRUE;
4475 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4477 BOOL updateFog = FALSE;
4478 BOOL useVertexShaderFunction = use_vs(stateblock);
4479 BOOL usePixelShaderFunction = use_ps(stateblock);
4481 /* Some stuff is in the device until we have per context tracking */
4482 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4483 BOOL wasrhw = context->last_was_rhw;
4486 transformed = device->strided_streams.position_transformed;
4487 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4491 /* Reapply lighting if it is not scheduled for reapplication already */
4492 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4493 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4497 context->last_was_rhw = TRUE;
4500 /* Untransformed, so relies on the view and projection matrices */
4501 context->last_was_rhw = FALSE;
4502 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4503 device->untransformed = TRUE;
4505 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4506 * Not needed as long as only hw shaders are supported
4509 /* This sets the shader output position correction constants.
4510 * TODO: Move to the viewport state
4512 if (useVertexShaderFunction)
4514 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4515 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4516 device->posFixup[3] = device->posFixup[1] * yoffset;
4520 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4521 * off this function will be called again anyway to make sure they're properly set
4523 if(!useVertexShaderFunction) {
4524 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4525 * or transformed / untransformed was switched
4527 if(wasrhw != context->last_was_rhw &&
4528 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4529 !isStateDirty(context, STATE_VIEWPORT)) {
4530 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4532 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4535 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4536 * this check will fail and the matrix not applied again. This is OK because a simple
4537 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4538 * needs of the vertex declaration.
4540 * World and view matrix go into the same gl matrix, so only apply them when neither is
4543 if(transformed != wasrhw &&
4544 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4545 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4546 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4549 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4550 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4553 if(context->last_was_vshader) {
4555 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4556 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4558 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4559 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4562 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4563 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4566 if(!context->last_was_vshader) {
4567 static BOOL warned = FALSE;
4568 if(!device->vs_clipping) {
4569 /* Disable all clip planes to get defined results on all drivers. See comment in the
4570 * state_clipping state handler
4572 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4573 glDisable(GL_CLIP_PLANE0 + i);
4574 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4577 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4578 FIXME("Clipping not supported with vertex shaders\n");
4583 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4584 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4585 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4586 * fixed function vertex processing states back in a sane state before switching to shaders
4588 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4589 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4591 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4592 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4597 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4598 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4599 * device->vs_clipping is false.
4601 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4602 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4607 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4610 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4611 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4613 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4614 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4618 context->last_was_vshader = useVertexShaderFunction;
4621 device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4623 if(!useVertexShaderFunction) {
4625 for(i = 0; i < MAX_TEXTURES; i++) {
4626 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4627 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4633 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4636 IWineD3DSurfaceImpl *target;
4638 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4639 checkGLcall("glDepthRange");
4640 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4642 if (context->render_offscreen)
4644 glViewport(stateblock->viewport.X,
4645 stateblock->viewport.Y,
4646 stateblock->viewport.Width, stateblock->viewport.Height);
4648 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4649 target->get_drawable_size(context, &width, &height);
4651 glViewport(stateblock->viewport.X,
4652 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4653 stateblock->viewport.Width, stateblock->viewport.Height);
4656 checkGLcall("glViewport");
4659 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4661 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
4663 stateblock->wineD3DDevice->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
4664 stateblock->wineD3DDevice->posFixup[3] = stateblock->wineD3DDevice->posFixup[1] * yoffset;
4666 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4667 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4669 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4670 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4674 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4676 UINT Index = state - STATE_ACTIVELIGHT(0);
4677 const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4680 glDisable(GL_LIGHT0 + Index);
4681 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4684 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4686 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4687 glMatrixMode(GL_MODELVIEW);
4689 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4692 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4693 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4694 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4695 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4696 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4697 checkGLcall("glLightfv");
4700 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4701 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4702 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4703 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4704 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4705 checkGLcall("glLightfv");
4708 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4709 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4710 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4711 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4712 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4713 checkGLcall("glLightfv");
4715 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4716 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4718 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4721 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4722 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4723 * Attenuation0 to NaN and crashes in the gl lib
4726 switch (lightInfo->OriginalParms.Type) {
4727 case WINED3DLIGHT_POINT:
4729 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4730 checkGLcall("glLightfv");
4731 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4732 checkGLcall("glLightf");
4733 /* Attenuation - Are these right? guessing... */
4734 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4735 checkGLcall("glLightf");
4736 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4737 checkGLcall("glLightf");
4738 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4739 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4740 checkGLcall("glLightf");
4744 case WINED3DLIGHT_SPOT:
4746 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4747 checkGLcall("glLightfv");
4749 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4750 checkGLcall("glLightfv");
4751 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4752 checkGLcall("glLightf");
4753 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4754 checkGLcall("glLightf");
4755 /* Attenuation - Are these right? guessing... */
4756 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4757 checkGLcall("glLightf");
4758 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4759 checkGLcall("glLightf");
4760 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4761 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4762 checkGLcall("glLightf");
4766 case WINED3DLIGHT_DIRECTIONAL:
4768 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4769 checkGLcall("glLightfv");
4770 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4771 checkGLcall("glLightf");
4772 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4773 checkGLcall("glLightf");
4777 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4780 /* Restore the modelview matrix */
4783 glEnable(GL_LIGHT0 + Index);
4784 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4790 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4792 RECT *pRect = &stateblock->scissorRect;
4795 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4797 target->get_drawable_size(context, &width, &height);
4798 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4799 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4801 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4802 pRect->right - pRect->left, pRect->bottom - pRect->top);
4804 if (context->render_offscreen)
4806 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4808 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4810 checkGLcall("glScissor");
4813 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4815 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4816 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4818 struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
4819 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4823 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
4825 if (context->render_offscreen)
4827 glFrontFace(GL_CCW);
4828 checkGLcall("glFrontFace(GL_CCW)");
4831 checkGLcall("glFrontFace(GL_CW)");
4835 const struct StateEntryTemplate misc_state_template[] = {
4836 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4837 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4838 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4839 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4840 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4841 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4842 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4843 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4844 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4845 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4846 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4847 { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
4848 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4849 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4850 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4851 * vshader loadings are untied from each other
4853 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4854 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4855 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4856 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4857 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4858 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4859 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4860 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4861 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4862 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4863 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4864 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4865 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4866 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4867 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4868 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4869 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4870 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4871 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4872 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4873 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4874 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4875 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4876 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4877 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4878 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4879 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4880 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4881 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4882 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4883 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4884 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4885 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4886 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4904 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4905 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4906 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4907 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4908 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4909 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4910 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4911 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4912 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4913 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4914 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4915 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4916 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4917 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4918 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4919 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4920 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4921 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4922 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4923 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4924 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4925 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4926 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4927 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4928 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4929 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
4930 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4943 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4979 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4984 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4991 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
4994 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
4995 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
4996 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
4997 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
4998 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
4999 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5000 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5001 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5002 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5003 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5004 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5005 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5006 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5007 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5008 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5009 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5010 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5011 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5012 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5013 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5014 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5017 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5018 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5019 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5020 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5023 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5024 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5025 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5026 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5027 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5028 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5029 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5030 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5031 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5032 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5033 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5034 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5035 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5036 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5037 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5038 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5039 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5040 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5041 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5042 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5043 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5044 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5045 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5046 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5047 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5048 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5049 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5050 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5051 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5052 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5053 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5054 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5056 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5057 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5058 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5059 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5060 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5061 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5062 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5063 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5065 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5066 /* Transform states follow */
5067 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5068 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5069 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5070 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5071 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5072 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5073 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5074 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5075 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5076 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5077 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5078 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5079 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5080 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5081 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5082 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5083 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5084 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5085 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5086 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5087 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5088 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5089 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5090 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5091 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5092 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5093 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5094 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5095 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5096 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5097 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5098 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5099 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5334 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5335 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5336 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5337 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5338 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5339 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5340 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5341 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5350 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5351 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5352 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5353 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5354 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5355 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5356 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5357 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5358 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5359 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5360 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5361 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5362 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5363 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5364 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5365 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5366 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5367 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5368 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5369 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5370 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5371 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5372 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5373 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5374 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5375 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5376 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5377 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5378 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5379 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5380 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5381 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5382 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5383 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5385 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5386 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5387 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5388 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5389 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5390 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5391 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5392 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5393 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5394 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5395 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5396 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5397 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5398 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5399 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5400 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5401 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5402 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5403 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5404 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5405 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5406 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5407 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5408 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5409 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5412 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5413 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5414 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5415 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5416 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5417 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5418 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5419 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5420 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5421 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5422 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5423 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5424 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5425 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5426 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5427 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5428 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5429 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5430 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5431 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5432 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5433 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5434 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5435 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5436 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5437 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5438 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5439 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5440 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5441 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5442 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5443 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5444 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5445 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5446 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5447 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5448 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5449 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5450 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5451 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5452 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5453 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5454 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5455 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
5493 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5494 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5495 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, WINED3D_GL_EXT_NONE },
5496 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5497 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5498 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5499 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5500 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5501 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5502 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5503 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5504 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5505 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5506 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5507 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5508 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5509 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5510 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5511 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5512 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5514 #undef GLINFO_LOCATION
5516 #define GLINFO_LOCATION (*gl_info)
5517 /* Context activation is done by the caller. */
5518 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5520 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype,
5521 const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
5523 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5524 WINED3DTEXOPCAPS_ADDSIGNED |
5525 WINED3DTEXOPCAPS_ADDSIGNED2X |
5526 WINED3DTEXOPCAPS_MODULATE |
5527 WINED3DTEXOPCAPS_MODULATE2X |
5528 WINED3DTEXOPCAPS_MODULATE4X |
5529 WINED3DTEXOPCAPS_SELECTARG1 |
5530 WINED3DTEXOPCAPS_SELECTARG2 |
5531 WINED3DTEXOPCAPS_DISABLE;
5533 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5534 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5535 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5536 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5537 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5538 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5539 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5540 WINED3DTEXOPCAPS_LERP |
5541 WINED3DTEXOPCAPS_SUBTRACT;
5543 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5544 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5545 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5546 WINED3DTEXOPCAPS_MULTIPLYADD |
5547 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5548 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5549 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5551 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5552 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5554 pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
5555 pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5558 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5559 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5560 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5564 TRACE("Checking support for fixup:\n");
5565 dump_color_fixup_desc(fixup);
5568 /* We only support identity conversions. */
5569 if (is_identity_fixup(fixup))
5575 TRACE("[FAILED]\n");
5579 const struct fragment_pipeline ffp_fragment_pipeline = {
5581 ffp_fragment_get_caps,
5584 ffp_color_fixup_supported,
5585 ffp_fragmentstate_template,
5586 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5589 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5592 for(i = 0; funcs[i]; i++);
5596 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5598 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5599 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5602 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
5604 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5605 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5606 stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5609 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5610 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5611 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5613 unsigned int i, type, handlers;
5614 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5615 const struct StateEntryTemplate *cur;
5616 BOOL set[STATE_HIGHEST + 1];
5618 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5620 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5621 StateTable[i].representative = 0;
5622 StateTable[i].apply = state_undefined;
5625 for(type = 0; type < 3; type++) {
5626 /* This switch decides the order in which the states are applied */
5628 case 0: cur = misc; break;
5629 case 1: cur = fragment->states; break;
5630 case 2: cur = vertex; break;
5631 default: cur = NULL; /* Stupid compiler */
5635 /* GL extension filtering should not prevent multiple handlers being applied from different
5638 memset(set, 0, sizeof(set));
5640 for(i = 0; cur[i].state; i++) {
5641 APPLYSTATEFUNC *funcs_array;
5643 /* Only use the first matching state with the available extension from one template.
5645 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5646 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5648 * if GL_XYZ_fancy is supported, ignore the 2nd line
5650 if(set[cur[i].state]) continue;
5651 /* Skip state lines depending on unsupported extensions */
5652 if (!GL_SUPPORT(cur[i].extension)) continue;
5653 set[cur[i].state] = TRUE;
5654 /* In some cases having an extension means that nothing has to be
5655 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5656 * supported, the texture coordinate fixup can be ignored. If the
5657 * apply function is used, mark the state set(done above) to prevent
5658 * applying later lines, but do not record anything in the state
5661 if(!cur[i].content.apply) continue;
5663 handlers = num_handlers(multistate_funcs[cur[i].state]);
5664 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5667 StateTable[cur[i].state].apply = cur[i].content.apply;
5670 StateTable[cur[i].state].apply = multistate_apply_2;
5671 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5673 sizeof(**dev_multistate_funcs) * 2);
5674 if (!dev_multistate_funcs[cur[i].state]) {
5678 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5679 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5682 StateTable[cur[i].state].apply = multistate_apply_3;
5683 funcs_array = HeapReAlloc(GetProcessHeap(),
5685 dev_multistate_funcs[cur[i].state],
5686 sizeof(**dev_multistate_funcs) * 3);
5691 dev_multistate_funcs[cur[i].state] = funcs_array;
5692 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5695 ERR("Unexpected amount of state handlers for state %u: %u\n",
5696 cur[i].state, handlers + 1);
5699 if(StateTable[cur[i].state].representative &&
5700 StateTable[cur[i].state].representative != cur[i].content.representative) {
5701 FIXME("State %u has different representatives in different pipeline parts\n",
5704 StateTable[cur[i].state].representative = cur[i].content.representative;
5711 for (i = 0; i <= STATE_HIGHEST; ++i) {
5712 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5715 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5717 return E_OUTOFMEMORY;
5719 #undef GLINFO_LOCATION