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 stateblock->wineD3DDevice->adapter->gl_info
39 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
41 static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
42 /* Used for states which are not mapped to a gl state as-is, but used somehow different,
43 * e.g as a parameter for drawing, or which are unimplemented in windows d3d
45 if(STATE_IS_RENDER(state)) {
46 WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
47 TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
49 /* Shouldn't have an unknown type here */
50 FIXME("%d no direct mapping to gl of state with unknown type\n", state);
54 static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
55 /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
56 * list without causing confusing terminal output. Deliberately no special debug name here
57 * because its undefined.
59 WARN("undefined state %d\n", state);
62 static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
63 WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
66 case WINED3DFILL_POINT:
67 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
68 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
70 case WINED3DFILL_WIREFRAME:
71 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
72 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
74 case WINED3DFILL_SOLID:
75 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
76 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
79 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
83 static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *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 transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
97 stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
98 stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
100 if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
101 glEnable(GL_LIGHTING);
102 checkGLcall("glEnable GL_LIGHTING");
104 glDisable(GL_LIGHTING);
105 checkGLcall("glDisable GL_LIGHTING");
109 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
110 /* No z test without depth stencil buffers */
111 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
112 TRACE("No Z buffer - disabling depth test\n");
113 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
114 checkGLcall("glDisable GL_DEPTH_TEST");
118 switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
119 case WINED3DZB_FALSE:
120 glDisable(GL_DEPTH_TEST);
121 checkGLcall("glDisable GL_DEPTH_TEST");
124 glEnable(GL_DEPTH_TEST);
125 checkGLcall("glEnable GL_DEPTH_TEST");
128 glEnable(GL_DEPTH_TEST);
129 checkGLcall("glEnable GL_DEPTH_TEST");
130 FIXME("W buffer is not well handled\n");
133 FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
137 static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *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, WineD3DContext *context) {
164 switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
165 case WINED3DSHADE_FLAT:
166 glShadeModel(GL_FLAT);
167 checkGLcall("glShadeModel(GL_FLAT)");
169 case WINED3DSHADE_GOURAUD:
170 glShadeModel(GL_SMOOTH);
171 checkGLcall("glShadeModel(GL_SMOOTH)");
173 case WINED3DSHADE_PHONG:
174 FIXME("WINED3DSHADE_PHONG isn't supported\n");
177 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
181 static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
182 if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
184 checkGLcall("glEnable GL_DITHER");
186 glDisable(GL_DITHER);
187 checkGLcall("glDisable GL_DITHER");
191 static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
192 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
193 * this has to be merged with ZENABLE and ZFUNC
195 if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
197 checkGLcall("glDepthMask(1)");
200 checkGLcall("glDepthMask(0)");
204 static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
205 int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
208 if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
209 static BOOL once = FALSE;
210 /* There are a few issues with this: First, our inability to
211 * select a proper Z depth, most of the time we're stuck with
212 * D24S8, even if the app selects D32 or D16. There seem to be
213 * some other precision problems which have to be debugged to
214 * make NOTEQUAL and EQUAL work properly
218 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
223 checkGLcall("glDepthFunc");
227 static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
229 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
231 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
232 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
233 checkGLcall("glLightModel for MODEL_AMBIENT");
236 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
237 int srcBlend = GL_ZERO;
238 int dstBlend = GL_ZERO;
239 const StaticPixelFormatDesc *rtFormat;
240 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
242 /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
243 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
244 stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
245 stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
246 const struct GlPixelFormatDesc *glDesc;
247 getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
249 /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
250 * The d3d9 visual test confirms the behavior. */
251 if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
253 checkGLcall("glDisable GL_BLEND");
257 checkGLcall("glEnable GL_BLEND");
261 checkGLcall("glDisable GL_BLEND");
262 /* Nothing more to do - get out */
266 switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
267 case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
268 case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
269 case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
270 case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
271 case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
272 case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
273 case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
274 case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
276 /* To compensate the lack of format switching with backbuffer offscreen rendering,
277 * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
278 * if the render target doesn't support alpha blending. A nonexistent alpha channel
279 * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
281 case WINED3DBLEND_DESTALPHA :
282 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
283 dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
285 case WINED3DBLEND_INVDESTALPHA :
286 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
287 dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
290 case WINED3DBLEND_SRCALPHASAT :
291 dstBlend = GL_SRC_ALPHA_SATURATE;
292 WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
295 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
296 * values which are still valid up to d3d9. They should not occur as dest blend values
298 case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
299 srcBlend = GL_SRC_ALPHA;
300 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
303 case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
304 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
305 FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
308 case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
309 case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
311 FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
314 switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
315 case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
316 case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
317 case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
318 case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
319 case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
320 case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
321 case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
322 case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
323 case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
325 case WINED3DBLEND_DESTALPHA :
326 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
327 srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
329 case WINED3DBLEND_INVDESTALPHA :
330 rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
331 srcBlend = rtFormat->alphaMask ? 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, WineD3DContext *context) {
455 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
458 static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
461 TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
462 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
463 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
464 checkGLcall("glBlendColor");
467 static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
470 BOOL enable_ckey = FALSE;
472 /* Find out if the texture on the first stage has a ckey set
473 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
474 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
475 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
476 * in case it finds some texture+colorkeyenable combination which needs extra care.
478 if (stateblock->textures[0])
480 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
482 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
484 IWineD3DSurfaceImpl *surf;
486 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
488 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
490 const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
491 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
492 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
493 * surface has alpha bits */
494 if (fmt->alphaMask == 0x00000000) enable_ckey = TRUE;
499 if(enable_ckey || context->last_was_ckey) {
500 const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
501 StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
503 context->last_was_ckey = enable_ckey;
505 if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
506 (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
507 glEnable(GL_ALPHA_TEST);
508 checkGLcall("glEnable GL_ALPHA_TEST");
510 glDisable(GL_ALPHA_TEST);
511 checkGLcall("glDisable GL_ALPHA_TEST");
512 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
518 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
519 glParm = GL_NOTEQUAL;
522 ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
523 glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
526 glAlphaFunc(glParm, ref);
527 checkGLcall("glAlphaFunc");
531 static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
532 DWORD enable = 0xFFFFFFFF;
533 DWORD disable = 0x00000000;
535 if (use_vs(stateblock->wineD3DDevice)) {
536 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
537 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
538 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
539 * of that - don't do anything here and keep them disabled
541 if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
542 static BOOL warned = FALSE;
544 FIXME("Clipping not supported with vertex shaders\n");
551 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
552 * of already set values
555 /* If enabling / disabling all
556 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
558 if (stateblock->renderState[WINED3DRS_CLIPPING]) {
559 enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
560 disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
561 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
562 glDisable(GL_DEPTH_CLAMP_NV);
563 checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
566 disable = 0xffffffff;
568 if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
569 glEnable(GL_DEPTH_CLAMP_NV);
570 checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
574 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
575 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
576 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
577 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
578 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
579 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
581 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
582 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
583 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
584 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
585 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
586 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
588 /** update clipping status */
590 stateblock->clip_status.ClipUnion = 0;
591 stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
593 stateblock->clip_status.ClipUnion = 0;
594 stateblock->clip_status.ClipIntersection = 0;
598 static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
599 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
602 static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
603 int blendEquation = GL_FUNC_ADD;
604 int blendEquationAlpha = GL_FUNC_ADD;
606 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
607 if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
608 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
612 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
613 case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
614 case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
615 case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
616 case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
617 case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
619 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
622 switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
623 case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
624 case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
625 case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
626 case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
627 case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
629 FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
632 if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
633 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
634 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
635 checkGLcall("glBlendEquationSeparateEXT");
637 TRACE("glBlendEquation(%x)\n", blendEquation);
638 GL_EXTCALL(glBlendEquationEXT(blendEquation));
639 checkGLcall("glBlendEquation");
644 state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
645 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
646 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
647 * specular color. This is wrong:
648 * Separate specular color means the specular colour is maintained separately, whereas
649 * single color means it is merged in. However in both cases they are being used to
651 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
652 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
656 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
657 * Instead, we need to setup the FinalCombiner properly.
659 * The default setup for the FinalCombiner is:
661 * <variable> <input> <mapping> <usage>
662 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
663 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
664 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
665 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
666 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
667 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
668 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
670 * That's pretty much fine as it is, except for variable B, which needs to take
671 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
672 * whether WINED3DRS_SPECULARENABLE is enabled or not.
675 TRACE("Setting specular enable state and materials\n");
676 if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
677 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
678 checkGLcall("glMaterialfv");
680 if(stateblock->material.Power > GL_LIMITS(shininess)) {
681 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
682 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
683 * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
684 * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
685 * them, it should be safe to do so without major visual distortions.
687 WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
688 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
690 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
692 checkGLcall("glMaterialf(GL_SHININESS)");
694 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
695 glEnable(GL_COLOR_SUM_EXT);
697 TRACE("Specular colors cannot be enabled in this version of opengl\n");
699 checkGLcall("glEnable(GL_COLOR_SUM)");
701 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
702 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
703 checkGLcall("glFinalCombinerInputNV()");
706 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
708 /* for the case of enabled lighting: */
709 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
710 checkGLcall("glMaterialfv");
712 /* for the case of disabled lighting: */
713 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
714 glDisable(GL_COLOR_SUM_EXT);
716 TRACE("Specular colors cannot be disabled in this version of opengl\n");
718 checkGLcall("glDisable(GL_COLOR_SUM)");
720 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
721 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
722 checkGLcall("glFinalCombinerInputNV()");
726 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
727 stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
728 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
729 stateblock->material.Ambient.b, stateblock->material.Ambient.a);
730 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
731 stateblock->material.Specular.b, stateblock->material.Specular.a);
732 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
733 stateblock->material.Emissive.b, stateblock->material.Emissive.a);
735 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
736 checkGLcall("glMaterialfv(GL_AMBIENT)");
737 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
738 checkGLcall("glMaterialfv(GL_DIFFUSE)");
739 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
740 checkGLcall("glMaterialfv(GL_EMISSION)");
743 static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
746 /* Note the texture color applies to all textures whereas
747 * GL_TEXTURE_ENV_COLOR applies to active only
750 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
752 /* And now the default texture color as well */
753 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
754 /* Note the WINED3DRS value applies to all textures, but GL has one
755 * per texture, so apply it now ready to be used!
757 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
758 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
759 checkGLcall("glActiveTextureARB");
761 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
764 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
765 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
770 renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
771 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
772 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
773 GL_EXTCALL(glActiveStencilFaceEXT(face));
774 checkGLcall("glActiveStencilFaceEXT(...)");
775 glStencilFunc(func, ref, mask);
776 checkGLcall("glStencilFunc(...)");
777 glStencilOp(stencilFail, depthFail, stencilPass);
778 checkGLcall("glStencilOp(...)");
782 state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
783 DWORD onesided_enable = FALSE;
784 DWORD twosided_enable = FALSE;
785 GLint func = GL_ALWAYS;
786 GLint func_ccw = GL_ALWAYS;
789 GLint stencilFail = GL_KEEP;
790 GLint depthFail = GL_KEEP;
791 GLint stencilPass = GL_KEEP;
792 GLint stencilFail_ccw = GL_KEEP;
793 GLint depthFail_ccw = GL_KEEP;
794 GLint stencilPass_ccw = GL_KEEP;
796 /* No stencil test without a stencil buffer */
797 if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
798 glDisable(GL_STENCIL_TEST);
799 checkGLcall("glDisable GL_STENCIL_TEST");
803 onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
804 twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
805 if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
807 if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
808 func_ccw = GL_ALWAYS;
809 ref = stateblock->renderState[WINED3DRS_STENCILREF];
810 mask = stateblock->renderState[WINED3DRS_STENCILMASK];
811 stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
812 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
813 stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
814 stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
815 depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
816 stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
818 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
819 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
820 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
821 onesided_enable, twosided_enable, ref, mask,
822 func, stencilFail, depthFail, stencilPass,
823 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
825 if (twosided_enable && onesided_enable) {
826 glEnable(GL_STENCIL_TEST);
827 checkGLcall("glEnable GL_STENCIL_TEST");
829 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
830 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
831 * which has an effect on the code below too. If we apply the front face
832 * afterwards, we are sure that the active stencil face is set to front,
833 * and other stencil functions which do not use two sided stencil do not have
836 renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
837 stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
838 renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
839 stencilFail, depthFail, stencilPass);
840 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
841 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
842 checkGLcall("glStencilFuncSeparateATI(...)");
843 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
844 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
845 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
846 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
848 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
850 } else if(onesided_enable) {
851 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
852 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
853 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
856 /* This code disables the ATI extension as well, since the standard stencil functions are equal
857 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
859 glEnable(GL_STENCIL_TEST);
860 checkGLcall("glEnable GL_STENCIL_TEST");
861 glStencilFunc(func, ref, mask);
862 checkGLcall("glStencilFunc(...)");
863 glStencilOp(stencilFail, depthFail, stencilPass);
864 checkGLcall("glStencilOp(...)");
866 glDisable(GL_STENCIL_TEST);
867 checkGLcall("glDisable GL_STENCIL_TEST");
871 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
874 if(stateblock->wineD3DDevice->stencilBufferTarget) {
875 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
880 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
881 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
883 checkGLcall("glStencilMask");
884 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
885 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
889 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
892 if(stateblock->wineD3DDevice->stencilBufferTarget) {
893 mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
899 checkGLcall("glStencilMask");
902 static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
903 BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
904 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *)stateblock->pixelShader;
905 BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
906 && ps_impl->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0);
907 float fogstart, fogend;
915 /* No fog? Disable it, and we're done :-) */
917 checkGLcall("glDisable GL_FOG");
918 if (use_ps(stateblock->wineD3DDevice)
919 && ps_impl->baseShader.reg_maps.shader_version < WINED3DPS_VERSION(3,0))
921 /* disable fog in the pixel shader
922 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
923 * -1/(e-s) and e/(e-s) respectively.
925 glFogf(GL_FOG_START, 0.0f);
926 checkGLcall("glFogf(GL_FOG_START, fogstart)");
927 glFogf(GL_FOG_END, 1.0f);
928 checkGLcall("glFogf(GL_FOG_END, fogend)");
933 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
934 fogstart = tmpvalue.f;
935 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
940 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
941 * It can use the Z value of the vertex, or the alpha component of the specular color.
942 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
943 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
944 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
946 * FOGTABLEMODE != NONE:
947 * The Z value is used, with the equation specified, no matter what vertex type.
949 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
950 * Per vertex fog is calculated using the specified fog equation and the parameters
952 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
953 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
954 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
957 * Rules for vertex fog with shaders:
959 * When mixing fixed function functionality with the programmable pipeline, D3D expects
960 * the fog computation to happen during transformation while openGL expects it to happen
961 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
962 * the pixel shader while openGL always expects the pixel shader to handle the blending.
963 * To solve this problem, WineD3D does:
964 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
966 * and 2) disables the fog computation (in either the fixed function or programmable
967 * rasterizer) if using a vertex program.
970 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
975 if( !use_vs(stateblock->wineD3DDevice)
976 && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
977 FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
981 if (use_vs(stateblock->wineD3DDevice)
982 && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
983 if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
984 if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
988 /* Set fog computation in the rasterizer to pass through the value (just blend it) */
989 glFogi(GL_FOG_MODE, GL_LINEAR);
990 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
995 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
996 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
997 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
998 context->fog_coord = FALSE;
1000 context->last_was_foggy_shader = TRUE;
1002 else if( use_ps(stateblock->wineD3DDevice) ) {
1003 /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1004 * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
1006 WINED3DFOGMODE mode;
1007 context->last_was_foggy_shader = FALSE;
1009 /* If both fogmodes are set use the table fog mode */
1010 if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1011 mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
1013 mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
1016 case WINED3DFOG_EXP:
1017 case WINED3DFOG_EXP2:
1018 if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
1023 case WINED3DFOG_LINEAR:
1024 fogstart = -1.0f/(fogend-fogstart);
1025 fogend *= -fogstart;
1028 case WINED3DFOG_NONE:
1029 if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
1033 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1036 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1037 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1038 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1039 context->fog_coord = FALSE;
1042 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1043 * the system will apply only pixel(=table) fog effects."
1045 else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
1046 glHint(GL_FOG_HINT, GL_FASTEST);
1047 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
1048 context->last_was_foggy_shader = FALSE;
1050 switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
1051 /* If processed vertices are used, fall through to the NONE case */
1052 case WINED3DFOG_EXP: {
1053 if(!context->last_was_rhw) {
1054 glFogi(GL_FOG_MODE, GL_EXP);
1055 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1056 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1057 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1058 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1059 context->fog_coord = FALSE;
1064 case WINED3DFOG_EXP2: {
1065 if(!context->last_was_rhw) {
1066 glFogi(GL_FOG_MODE, GL_EXP2);
1067 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1068 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1069 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1070 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1071 context->fog_coord = FALSE;
1076 case WINED3DFOG_LINEAR: {
1077 if(!context->last_was_rhw) {
1078 glFogi(GL_FOG_MODE, GL_LINEAR);
1079 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1080 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1081 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1082 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1083 context->fog_coord = FALSE;
1088 case WINED3DFOG_NONE: {
1089 /* Both are none? According to msdn the alpha channel of the specular
1090 * color contains a fog factor. Set it in drawStridedSlow.
1091 * Same happens with Vertexfog on transformed vertices
1093 if(GL_SUPPORT(EXT_FOG_COORD)) {
1094 if(context->fog_coord == FALSE) {
1095 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1096 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1097 context->fog_coord = TRUE;
1099 glFogi(GL_FOG_MODE, GL_LINEAR);
1100 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1104 /* Disable GL fog, handle this in software in drawStridedSlow */
1109 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
1112 glHint(GL_FOG_HINT, GL_NICEST);
1113 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
1114 context->last_was_foggy_shader = FALSE;
1116 switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
1117 case WINED3DFOG_EXP:
1118 glFogi(GL_FOG_MODE, GL_EXP);
1119 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1120 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1121 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1122 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1123 context->fog_coord = FALSE;
1127 case WINED3DFOG_EXP2:
1128 glFogi(GL_FOG_MODE, GL_EXP2);
1129 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1130 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1131 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1132 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1133 context->fog_coord = FALSE;
1137 case WINED3DFOG_LINEAR:
1138 glFogi(GL_FOG_MODE, GL_LINEAR);
1139 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1140 if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
1141 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1142 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1143 context->fog_coord = FALSE;
1147 case WINED3DFOG_NONE: /* Won't happen */
1149 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
1155 checkGLcall("glEnable GL_FOG");
1157 if(fogstart != fogend)
1159 glFogfv(GL_FOG_START, &fogstart);
1160 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1161 TRACE("Fog Start == %f\n", fogstart);
1163 glFogfv(GL_FOG_END, &fogend);
1164 checkGLcall("glFogf(GL_FOG_END, fogend)");
1165 TRACE("Fog End == %f\n", fogend);
1169 glFogf(GL_FOG_START, -1.0 / 0.0);
1170 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1171 TRACE("Fog Start == %f\n", fogstart);
1173 glFogf(GL_FOG_END, 0.0);
1174 checkGLcall("glFogf(GL_FOG_END, fogend)");
1175 TRACE("Fog End == %f\n", fogend);
1179 checkGLcall("glDisable GL_FOG");
1180 if( use_ps(stateblock->wineD3DDevice) ) {
1181 /* disable fog in the pixel shader
1182 * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
1183 * -1/(e-s) and e/(e-s) respectively.
1185 glFogf(GL_FOG_START, 0.0f);
1186 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1187 glFogf(GL_FOG_END, 1.0f);
1188 checkGLcall("glFogf(GL_FOG_END, fogend)");
1193 static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1194 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1195 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1199 static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1200 if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
1201 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1202 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1204 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1205 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1209 static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1211 D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
1212 glFogfv(GL_FOG_COLOR, &col[0]);
1213 checkGLcall("glFog GL_FOG_COLOR");
1216 static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1221 tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
1222 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1223 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1226 /* TODO: Merge with primitive type + init_materials()!! */
1227 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1228 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
1230 const WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
1231 BOOL isDiffuseSupplied;
1233 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1234 * The vertex declaration will call this function if the fixed function pipeline is used.
1237 if(isStateDirty(context, STATE_VDECL)) {
1241 isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
1243 context->num_untracked_materials = 0;
1244 if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
1245 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1246 stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
1247 stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
1248 stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
1249 stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
1251 if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1252 if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1253 Parm = GL_AMBIENT_AND_DIFFUSE;
1257 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1258 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1259 context->num_untracked_materials++;
1261 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1262 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1263 context->num_untracked_materials++;
1265 } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1267 if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1268 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1269 context->num_untracked_materials++;
1271 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1272 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1273 context->num_untracked_materials++;
1275 } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1277 if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1278 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1279 context->num_untracked_materials++;
1281 } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
1286 /* Nothing changed, return. */
1287 if (Parm == context->tracking_parm) return;
1290 glDisable(GL_COLOR_MATERIAL);
1291 checkGLcall("glDisable GL_COLOR_MATERIAL");
1293 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1294 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1295 glEnable(GL_COLOR_MATERIAL);
1296 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1299 /* Apparently calls to glMaterialfv are ignored for properties we're
1300 * tracking with glColorMaterial, so apply those here. */
1301 switch (context->tracking_parm) {
1302 case GL_AMBIENT_AND_DIFFUSE:
1303 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1304 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1305 checkGLcall("glMaterialfv");
1309 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
1310 checkGLcall("glMaterialfv");
1314 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
1315 checkGLcall("glMaterialfv");
1319 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
1320 checkGLcall("glMaterialfv");
1324 /* Only change material color if specular is enabled, otherwise it is set to black */
1325 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
1326 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
1327 checkGLcall("glMaterialfv");
1329 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1330 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1331 checkGLcall("glMaterialfv");
1336 context->tracking_parm = Parm;
1339 static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1342 WINED3DLINEPATTERN lp;
1344 tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
1346 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1348 if (tmppattern.lp.wRepeatFactor) {
1349 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1350 checkGLcall("glLineStipple(repeat, linepattern)");
1351 glEnable(GL_LINE_STIPPLE);
1352 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1354 glDisable(GL_LINE_STIPPLE);
1355 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1359 static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1365 if (stateblock->renderState[WINED3DRS_ZBIAS]) {
1366 tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
1367 TRACE("ZBias value %f\n", tmpvalue.f);
1368 glPolygonOffset(0, -tmpvalue.f);
1369 checkGLcall("glPolygonOffset(0, -Value)");
1370 glEnable(GL_POLYGON_OFFSET_FILL);
1371 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
1372 glEnable(GL_POLYGON_OFFSET_LINE);
1373 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
1374 glEnable(GL_POLYGON_OFFSET_POINT);
1375 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
1377 glDisable(GL_POLYGON_OFFSET_FILL);
1378 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
1379 glDisable(GL_POLYGON_OFFSET_LINE);
1380 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
1381 glDisable(GL_POLYGON_OFFSET_POINT);
1382 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
1387 static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1388 if(isStateDirty(context, STATE_VDECL)) {
1391 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1392 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1393 * by zero and is not properly defined in opengl, so avoid it
1395 if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
1396 stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
1397 stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
1398 glEnable(GL_NORMALIZE);
1399 checkGLcall("glEnable(GL_NORMALIZE);");
1401 glDisable(GL_NORMALIZE);
1402 checkGLcall("glDisable(GL_NORMALIZE);");
1406 static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1412 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1413 if(tmpvalue.f != 1.0) {
1414 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1416 tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1417 if(tmpvalue.f != 64.0) {
1418 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1423 static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1429 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1430 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1432 /* Max point size trumps min point size */
1437 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1438 checkGLcall("glPointParameterfEXT(...)");
1439 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1440 checkGLcall("glPointParameterfEXT(...)");
1443 static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1449 min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
1450 max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
1452 /* Max point size trumps min point size */
1457 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1458 checkGLcall("glPointParameterfARB(...)");
1459 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1460 checkGLcall("glPointParameterfARB(...)");
1463 static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1464 /* TODO: Group this with the viewport */
1466 * POINTSCALEENABLE controls how point size value is treated. If set to
1467 * true, the point size is scaled with respect to height of viewport.
1468 * When set to false point size is in pixels.
1471 /* Default values */
1472 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1476 } pointSize, A, B, C;
1478 pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
1479 A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
1480 B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
1481 C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
1483 if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1484 GLfloat scaleFactor;
1485 float h = stateblock->viewport.Height;
1487 if(pointSize.f < GL_LIMITS(pointsizemin)) {
1489 * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1490 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1491 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1492 * are less than 1.0f. scale_factor = 1.0f / point_size.
1494 scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
1495 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1496 * is 1.0, but then accepts points below that and draws too small points
1498 pointSize.f = GL_LIMITS(pointsizemin);
1499 } else if(pointSize.f > GL_LIMITS(pointsize)) {
1500 /* gl already scales the input to glPointSize,
1501 * d3d scales the result after the point size scale.
1502 * If the point size is bigger than the max size, use the
1503 * scaling to scale it bigger, and set the gl point size to max
1505 scaleFactor = pointSize.f / GL_LIMITS(pointsize);
1506 TRACE("scale: %f\n", scaleFactor);
1507 pointSize.f = GL_LIMITS(pointsize);
1511 scaleFactor = pow(h * scaleFactor, 2);
1513 att[0] = A.f / scaleFactor;
1514 att[1] = B.f / scaleFactor;
1515 att[2] = C.f / scaleFactor;
1518 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
1519 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1520 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1522 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
1523 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1524 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1525 } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
1526 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1529 glPointSize(pointSize.f);
1530 checkGLcall("glPointSize(...);");
1533 static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1534 DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
1536 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1537 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1538 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1539 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1540 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1541 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1542 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1543 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1544 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1545 checkGLcall("glColorMask(...)");
1547 /* depends on WINED3DRS_COLORWRITEENABLE. */
1548 if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
1549 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
1550 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
1551 ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
1552 stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
1553 stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
1554 stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
1558 static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1559 if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
1560 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1561 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1563 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1564 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1568 static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1569 if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
1570 TRACE("Last Pixel Drawing Enabled\n");
1574 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1577 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1582 static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1583 /* TODO: NV_POINT_SPRITE */
1584 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1585 TRACE("Point sprites not supported\n");
1589 static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1590 if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
1591 glEnable(GL_POINT_SPRITE_ARB);
1592 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1594 glDisable(GL_POINT_SPRITE_ARB);
1595 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1599 static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1601 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1602 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1603 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1604 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1606 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1609 if(stateblock->renderState[WINED3DRS_WRAP0] ||
1610 stateblock->renderState[WINED3DRS_WRAP1] ||
1611 stateblock->renderState[WINED3DRS_WRAP2] ||
1612 stateblock->renderState[WINED3DRS_WRAP3] ||
1613 stateblock->renderState[WINED3DRS_WRAP4] ||
1614 stateblock->renderState[WINED3DRS_WRAP5] ||
1615 stateblock->renderState[WINED3DRS_WRAP6] ||
1616 stateblock->renderState[WINED3DRS_WRAP7] ||
1617 stateblock->renderState[WINED3DRS_WRAP8] ||
1618 stateblock->renderState[WINED3DRS_WRAP9] ||
1619 stateblock->renderState[WINED3DRS_WRAP10] ||
1620 stateblock->renderState[WINED3DRS_WRAP11] ||
1621 stateblock->renderState[WINED3DRS_WRAP12] ||
1622 stateblock->renderState[WINED3DRS_WRAP13] ||
1623 stateblock->renderState[WINED3DRS_WRAP14] ||
1624 stateblock->renderState[WINED3DRS_WRAP15] ) {
1625 FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
1629 static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1630 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1631 WARN("Multisample antialiasing not supported by gl\n");
1635 static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1636 if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
1637 glEnable(GL_MULTISAMPLE_ARB);
1638 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1640 glDisable(GL_MULTISAMPLE_ARB);
1641 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1645 static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1646 if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
1647 glEnable(GL_SCISSOR_TEST);
1648 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1650 glDisable(GL_SCISSOR_TEST);
1651 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1655 static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1661 if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
1662 stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
1663 tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
1664 glEnable(GL_POLYGON_OFFSET_FILL);
1665 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1666 glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
1667 checkGLcall("glPolygonOffset(...)");
1669 glDisable(GL_POLYGON_OFFSET_FILL);
1670 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1674 static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1675 if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
1676 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1677 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1679 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1680 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1684 static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1686 if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
1687 FIXME(" Stippled Alpha not supported yet.\n");
1690 static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1692 if (stateblock->renderState[WINED3DRS_ANTIALIAS])
1693 FIXME(" Antialias not supported yet.\n");
1696 static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1698 if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
1699 FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
1702 static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1704 if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1705 FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
1708 static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1716 if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1718 static BOOL displayed = FALSE;
1720 tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
1722 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1728 static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1730 if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1731 FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
1734 static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1736 if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1737 FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
1740 static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1742 if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1743 FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1746 static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1747 if(stateblock->renderState[WINED3DRS_WRAPU]) {
1748 FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
1752 static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1753 if(stateblock->renderState[WINED3DRS_WRAPV]) {
1754 FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
1758 static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1759 if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
1760 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
1764 static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1765 if(stateblock->renderState[WINED3DRS_ROP2]) {
1766 FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
1770 static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1771 if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
1772 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
1776 static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *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, WineD3DContext *context) {
1783 if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
1784 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
1788 static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1789 if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
1790 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
1794 static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1795 if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
1796 FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
1800 static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1801 if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
1802 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
1806 static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1807 if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
1808 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
1812 static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1813 if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
1814 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
1818 static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1819 if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
1820 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
1824 static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1825 if(stateblock->renderState[WINED3DRS_EXTENTS]) {
1826 FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
1830 static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
1831 if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
1832 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
1836 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1837 #if defined (GL_VERSION_1_3)
1838 # define useext(A) A
1839 #elif defined (GL_EXT_texture_env_combine)
1840 # define useext(A) A##_EXT
1841 #elif defined (GL_ARB_texture_env_combine)
1842 # define useext(A) A##_ARB
1845 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1846 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1847 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1848 * flag specifies the complement of the input should be used. */
1849 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1850 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1852 /* Calculate the operand */
1854 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1855 else *operand = GL_ONE_MINUS_SRC_COLOR;
1857 if (from_alpha) *operand = GL_SRC_ALPHA;
1858 else *operand = GL_SRC_COLOR;
1861 /* Calculate the source */
1862 switch (arg & WINED3DTA_SELECTMASK) {
1863 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1864 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1865 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1866 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1867 case WINED3DTA_SPECULAR:
1869 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1870 * 'Secondary color' and isn't supported until base GL supports it
1871 * There is no concept of temp registers as far as I can tell
1873 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1874 *source = GL_TEXTURE;
1877 FIXME("Unrecognized texture arg %#x\n", arg);
1878 *source = GL_TEXTURE;
1883 /* Setup the texture operations texture stage states */
1884 static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
1886 GLenum src1, src2, src3;
1887 GLenum opr1, opr2, opr3;
1889 GLenum src0_target, src1_target, src2_target;
1890 GLenum opr0_target, opr1_target, opr2_target;
1892 GLenum opr=0, invopr, src3_target, opr3_target;
1893 BOOL Handled = FALSE;
1894 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1895 IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
1897 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1899 /* This is called by a state handler which has the gl lock held and a context for the thread */
1901 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
1902 the form (a1 <operation> a2). However, some of the more complex operations
1903 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
1904 in a third parameter called a0. Therefore these are operations of the form
1905 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
1907 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
1908 functions below, expect their syntax to differ slightly to those listed in the
1909 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
1910 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
1913 comb_target = useext(GL_COMBINE_ALPHA);
1914 src0_target = useext(GL_SOURCE0_ALPHA);
1915 src1_target = useext(GL_SOURCE1_ALPHA);
1916 src2_target = useext(GL_SOURCE2_ALPHA);
1917 opr0_target = useext(GL_OPERAND0_ALPHA);
1918 opr1_target = useext(GL_OPERAND1_ALPHA);
1919 opr2_target = useext(GL_OPERAND2_ALPHA);
1920 scal_target = GL_ALPHA_SCALE;
1923 comb_target = useext(GL_COMBINE_RGB);
1924 src0_target = useext(GL_SOURCE0_RGB);
1925 src1_target = useext(GL_SOURCE1_RGB);
1926 src2_target = useext(GL_SOURCE2_RGB);
1927 opr0_target = useext(GL_OPERAND0_RGB);
1928 opr1_target = useext(GL_OPERAND1_RGB);
1929 opr2_target = useext(GL_OPERAND2_RGB);
1930 scal_target = useext(GL_RGB_SCALE);
1933 /* If a texture stage references an invalid texture unit the stage just
1934 * passes through the result from the previous stage */
1935 if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
1936 arg1 = WINED3DTA_CURRENT;
1937 op = WINED3DTOP_SELECTARG1;
1940 /* From MSDN (WINED3DTSS_ALPHAARG1) :
1941 The default argument is WINED3DTA_TEXTURE. If no texture is set for this stage,
1942 then the default argument is WINED3DTA_DIFFUSE.
1943 FIXME? If texture added/removed, may need to reset back as well? */
1944 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
1945 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1947 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
1949 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
1950 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
1952 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
1954 Handled = TRUE; /* Assume will be handled */
1956 /* Other texture operations require special extensions: */
1957 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1960 invopr = GL_ONE_MINUS_SRC_ALPHA;
1961 src3_target = GL_SOURCE3_ALPHA_NV;
1962 opr3_target = GL_OPERAND3_ALPHA_NV;
1965 invopr = GL_ONE_MINUS_SRC_COLOR;
1966 src3_target = GL_SOURCE3_RGB_NV;
1967 opr3_target = GL_OPERAND3_RGB_NV;
1970 case WINED3DTOP_DISABLE: /* Only for alpha */
1971 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1972 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
1973 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
1974 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1975 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
1976 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
1977 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
1978 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
1979 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
1980 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
1981 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
1982 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
1983 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
1984 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
1985 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
1986 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
1987 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
1988 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
1990 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
1991 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
1992 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
1993 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
1994 if (op == WINED3DTOP_SELECTARG1) {
1995 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
1996 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
1997 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
1998 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2000 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2001 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2002 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2003 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2005 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2006 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2007 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2008 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2009 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2010 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2011 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2012 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2013 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2014 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2015 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2016 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2019 case WINED3DTOP_MODULATE:
2020 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2021 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2022 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2023 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2024 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2025 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2026 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2027 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2028 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2029 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2030 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2031 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2032 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2033 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2034 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2035 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2036 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2037 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2038 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2039 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2041 case WINED3DTOP_MODULATE2X:
2042 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2043 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2044 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2045 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2046 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2047 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2048 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2049 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2050 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2051 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2052 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2053 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2054 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2055 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2056 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2057 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2058 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2059 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2060 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2061 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2063 case WINED3DTOP_MODULATE4X:
2064 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2065 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2066 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2067 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2068 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2069 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2070 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2071 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2072 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2073 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2074 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2075 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2076 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2077 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2078 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2079 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2080 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2081 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2082 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2083 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2086 case WINED3DTOP_ADD:
2087 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2088 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2089 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2090 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2091 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2092 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2093 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2094 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2095 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2096 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2097 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2098 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2099 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2100 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2101 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2102 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2103 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2104 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2105 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2106 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2109 case WINED3DTOP_ADDSIGNED:
2110 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2111 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2112 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2113 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2114 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2115 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2116 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2117 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2118 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2119 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2120 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2121 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2122 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2123 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2124 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2125 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2126 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2127 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2128 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2129 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2132 case WINED3DTOP_ADDSIGNED2X:
2133 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2134 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2135 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2136 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2137 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2138 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2139 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2140 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2141 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2142 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2143 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2144 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2145 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2146 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2147 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2148 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2149 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2150 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2151 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2152 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2155 case WINED3DTOP_ADDSMOOTH:
2156 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2157 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2158 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2159 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2160 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2161 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2162 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2163 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2164 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2165 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2166 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2167 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2168 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2169 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2170 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2171 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2173 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2174 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2175 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2176 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2178 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2179 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2180 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2181 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2184 case WINED3DTOP_BLENDDIFFUSEALPHA:
2185 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2186 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2187 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2188 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2189 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2190 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2191 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2192 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2193 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2194 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2195 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2196 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2197 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2198 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2199 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2200 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2201 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2202 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2203 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2204 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2206 case WINED3DTOP_BLENDTEXTUREALPHA:
2207 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2208 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2209 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2210 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2211 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2212 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2213 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2214 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2215 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2216 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2217 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2218 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2219 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2220 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2221 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2222 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2223 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2224 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2225 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2226 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2228 case WINED3DTOP_BLENDFACTORALPHA:
2229 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2230 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2231 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2232 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2233 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2234 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2235 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2236 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2237 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2238 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2239 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2240 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2241 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2242 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2243 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2244 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2245 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2246 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2247 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2248 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2250 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2251 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2252 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2253 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2254 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2255 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2256 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2257 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2258 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2259 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2260 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2261 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2262 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2263 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2264 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2265 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2266 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2267 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2268 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2269 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2270 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2272 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2273 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2274 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2275 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2276 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2277 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2278 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2279 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2280 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2281 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2282 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2283 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2284 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2285 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2286 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2287 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2288 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2290 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2291 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2293 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2294 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2295 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2296 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2298 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2299 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2300 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2301 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2302 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2303 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2304 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2305 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2306 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2307 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2308 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2309 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2310 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2312 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2313 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2315 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2316 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2317 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2318 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2319 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2320 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2321 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2322 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2324 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2325 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2326 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2327 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2328 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2329 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2330 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2331 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2332 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2333 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2334 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2335 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2336 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2337 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2338 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2339 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2340 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2342 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2343 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2344 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2345 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2347 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2348 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2349 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2350 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2352 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2353 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2354 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2355 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2356 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2358 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2359 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2360 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2361 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2363 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2364 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2365 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2366 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2367 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2368 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2369 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2370 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2372 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2373 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2375 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2376 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2377 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2378 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2379 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2380 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2381 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2382 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2384 case WINED3DTOP_MULTIPLYADD:
2385 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2386 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2387 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2388 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2389 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2390 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2391 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2392 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2393 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2394 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2395 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2396 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2397 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2398 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2399 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2400 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2401 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2402 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2403 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2404 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2407 case WINED3DTOP_BUMPENVMAP:
2411 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2412 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2418 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2419 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2423 } /* GL_NV_texture_env_combine4 */
2425 Handled = TRUE; /* Again, assume handled */
2427 case WINED3DTOP_DISABLE: /* Only for alpha */
2428 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2429 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2430 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2431 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2432 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2433 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2434 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2435 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2437 case WINED3DTOP_SELECTARG1:
2438 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2439 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2440 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2441 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2442 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2443 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2444 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2445 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2447 case WINED3DTOP_SELECTARG2:
2448 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2449 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2450 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2451 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2452 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2453 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2454 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2455 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2457 case WINED3DTOP_MODULATE:
2458 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2459 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2460 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2461 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2462 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2463 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2464 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2465 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2466 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2467 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2468 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2469 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2471 case WINED3DTOP_MODULATE2X:
2472 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2473 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2474 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2475 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2476 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2477 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2478 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2479 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2480 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2481 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2482 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2483 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2485 case WINED3DTOP_MODULATE4X:
2486 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2487 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2488 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2489 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2490 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2491 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2492 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2493 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2494 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2495 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2496 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2497 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2499 case WINED3DTOP_ADD:
2500 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2501 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2502 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2503 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2504 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2505 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2506 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2507 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2508 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2509 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2510 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2511 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2513 case WINED3DTOP_ADDSIGNED:
2514 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2515 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2516 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2517 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2518 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2519 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2520 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2521 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2522 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2523 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2524 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2525 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2527 case WINED3DTOP_ADDSIGNED2X:
2528 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2529 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2530 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2531 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2532 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2533 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2534 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2535 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2536 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2537 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2538 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2539 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2541 case WINED3DTOP_SUBTRACT:
2542 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
2543 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2544 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2545 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2546 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2547 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2548 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2549 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2550 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2551 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2552 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2553 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2554 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2556 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2560 case WINED3DTOP_BLENDDIFFUSEALPHA:
2561 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2562 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2563 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2564 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2565 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2566 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2567 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2568 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2569 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2570 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2571 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2572 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2573 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2574 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2575 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2576 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2578 case WINED3DTOP_BLENDTEXTUREALPHA:
2579 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2580 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2581 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2582 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2583 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2584 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2585 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2586 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2587 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2588 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2589 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2590 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2591 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2592 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2593 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2594 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2596 case WINED3DTOP_BLENDFACTORALPHA:
2597 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2598 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2599 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2600 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2601 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2602 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2603 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2604 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2605 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2606 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2607 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2608 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2609 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2610 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2611 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2612 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2614 case WINED3DTOP_BLENDCURRENTALPHA:
2615 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2616 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2617 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2618 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2619 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2620 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2621 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2622 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2623 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2624 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2625 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2626 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2627 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2628 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2629 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2630 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2632 case WINED3DTOP_DOTPRODUCT3:
2633 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
2634 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2635 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2636 } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
2637 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2638 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2640 FIXME("This version of opengl does not support GL_DOT3\n");
2642 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2643 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2644 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2645 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2646 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2647 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2648 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2649 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2650 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2651 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2653 case WINED3DTOP_LERP:
2654 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2655 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2656 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2657 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2658 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2659 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2660 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2661 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2662 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2663 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2664 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2665 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2666 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2667 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2668 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2669 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2671 case WINED3DTOP_ADDSMOOTH:
2672 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2673 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2674 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2675 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2676 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2678 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2679 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2680 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2681 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2683 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2684 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2685 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2686 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2687 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2688 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2689 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2690 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2691 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2692 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2693 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2694 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2698 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2699 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2700 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2701 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2702 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2703 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2704 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2705 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2706 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2707 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2708 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2709 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2710 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2711 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2712 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2713 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2714 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2715 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2719 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2720 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2721 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2722 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2723 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2724 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2726 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2727 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2728 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2729 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2731 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2732 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2733 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2734 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2735 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2736 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2737 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2738 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2739 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2740 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2741 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2742 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2746 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2747 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2748 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2749 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2750 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2751 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2752 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2753 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2754 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2755 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2757 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2758 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2759 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2760 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2762 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2763 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2764 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2765 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2766 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2767 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2768 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2769 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2773 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2774 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2775 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2776 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2777 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2778 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2780 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2781 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2782 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2783 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2785 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2786 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2787 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2788 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2789 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2790 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2791 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2792 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2793 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2794 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2795 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2796 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2800 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2801 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2802 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2803 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2804 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2805 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2807 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2808 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2809 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2810 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2812 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2813 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2814 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2815 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2817 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2818 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2819 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2820 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2822 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2823 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2824 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2825 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2826 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2827 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2828 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2829 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2833 case WINED3DTOP_MULTIPLYADD:
2834 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
2835 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2836 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2837 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2838 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2839 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2840 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2841 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2842 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2843 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2844 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2845 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2846 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2847 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2848 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2849 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2850 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2854 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2855 case WINED3DTOP_BUMPENVMAP:
2856 if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2857 /* Technically texture shader support without register combiners is possible, but not expected to occur
2858 * on real world cards, so for now a fixme should be enough
2860 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2867 BOOL combineOK = TRUE;
2868 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2872 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2874 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
2877 /* Note: If COMBINE4 in effect can't go back to combine! */
2879 case WINED3DTOP_ADDSMOOTH:
2880 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2881 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2882 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2883 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2884 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2885 case WINED3DTOP_MULTIPLYADD:
2886 /* Ignore those implemented in both cases */
2888 case WINED3DTOP_SELECTARG1:
2889 case WINED3DTOP_SELECTARG2:
2894 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2901 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
2902 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
2908 /* After all the extensions, if still unhandled, report fixme */
2909 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2913 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
2914 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2915 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2916 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2918 TRACE("Setting color op for stage %d\n", stage);
2920 if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
2921 ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
2922 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
2926 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
2928 if (mapped_stage != -1) {
2929 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2930 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2931 FIXME("Attempt to enable unsupported stage!\n");
2934 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2935 checkGLcall("glActiveTextureARB");
2936 } else if (stage > 0) {
2937 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2942 if(stage >= stateblock->lowest_disabled_stage) {
2943 TRACE("Stage disabled\n");
2944 if (mapped_stage != -1) {
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((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, WineD3DContext *context) {
2978 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
2979 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
2980 BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
2981 DWORD op, arg1, arg2, arg0;
2983 TRACE("Setting alpha op for stage %d\n", stage);
2984 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
2985 if (mapped_stage != -1) {
2986 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
2987 if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
2988 FIXME("Attempt to enable unsupported stage!\n");
2991 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
2992 checkGLcall("glActiveTextureARB");
2993 } else if (stage > 0) {
2994 /* We can't do anything here */
2995 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3000 op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
3001 arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
3002 arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
3003 arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
3005 if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
3007 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
3009 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3011 IWineD3DSurfaceImpl *surf;
3013 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
3015 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT
3016 && getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000)
3018 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3019 * properly. On the other hand applications can still use texture combiners apparently. This code
3020 * takes care that apps cannot remove the texture's alpha channel entirely.
3022 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3023 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3024 * and alpha component of diffuse color to draw things like translucent text and perform other
3027 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3028 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3029 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3030 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3031 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3032 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3033 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3034 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3035 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3038 * What to do with multitexturing? So far no app has been found that uses color keying with
3040 if (op == WINED3DTOP_DISABLE)
3042 arg1 = WINED3DTA_TEXTURE;
3043 op = WINED3DTOP_SELECTARG1;
3045 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3047 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3049 arg2 = WINED3DTA_TEXTURE;
3050 op = WINED3DTOP_MODULATE;
3052 else arg1 = WINED3DTA_TEXTURE;
3054 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3056 if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
3058 arg1 = WINED3DTA_TEXTURE;
3059 op = WINED3DTOP_MODULATE;
3061 else arg2 = WINED3DTA_TEXTURE;
3067 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3068 * this if block here, and the other code(color keying, texture unit selection) are the same
3070 TRACE("Setting alpha op for stage %d\n", stage);
3071 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3072 set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3073 op, arg1, arg2, arg0,
3075 stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
3077 set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
3078 op, arg1, arg2, arg0);
3082 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3083 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3084 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
3088 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3089 if(use_vs(stateblock->wineD3DDevice) ||
3090 isStateDirty(context, STATE_VDECL)) {
3091 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3095 if (mapped_stage == -1) return;
3097 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3098 if(mapped_stage >= GL_LIMITS(textures)) {
3101 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3102 checkGLcall("glActiveTextureARB");
3103 } else if (mapped_stage > 0) {
3104 /* We can't do anything here */
3105 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3108 generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
3109 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3111 set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3112 stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3114 context->last_was_rhw,
3115 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwStride ?
3116 stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwType:
3117 WINED3DDECLTYPE_UNUSED,
3118 stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
3120 /* The sampler applying function calls us if this changes */
3121 if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
3123 FIXME("Non-power2 texture being used with generated texture coords\n");
3125 TRACE("Non power two matrix multiply fixup\n");
3126 glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
3130 static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
3133 for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
3134 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3135 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3139 static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd, GLint *curVBO)
3141 const UINT *offset = stateblock->streamOffset;
3142 unsigned int mapped_stage = 0;
3143 unsigned int textureNo = 0;
3145 /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
3146 /* Abort if we don't support the extension. */
3147 if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
3148 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3152 for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
3153 int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
3155 mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
3156 if (mapped_stage == -1) continue;
3158 if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
3159 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3160 textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
3162 if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
3163 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
3164 checkGLcall("glBindBufferARB");
3165 *curVBO = sd->u.s.texCoords[coordIdx].VBO;
3168 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3169 checkGLcall("glClientActiveTextureARB");
3171 /* The coords to supply depend completely on the fvf / vertex shader */
3173 WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
3174 WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
3175 sd->u.s.texCoords[coordIdx].dwStride,
3176 sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
3177 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3179 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3182 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3183 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
3184 for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
3185 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3189 checkGLcall("loadTexCoords");
3192 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3193 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3194 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
3195 static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
3196 static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
3197 static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
3198 static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
3200 if (mapped_stage == -1) {
3201 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3205 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3206 if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
3209 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3210 checkGLcall("glActiveTextureARB");
3211 } else if (stage > 0) {
3212 /* We can't do anything here */
3213 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3217 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3219 * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
3220 * one flag, you can still specify an index value, which the system uses to
3221 * determine the texture wrapping mode.
3222 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3223 * means use the vertex position (camera-space) as the input texture coordinates
3224 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3225 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3226 * to the TEXCOORDINDEX value
3230 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
3232 switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
3233 case WINED3DTSS_TCI_PASSTHRU:
3234 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
3235 glDisable(GL_TEXTURE_GEN_S);
3236 glDisable(GL_TEXTURE_GEN_T);
3237 glDisable(GL_TEXTURE_GEN_R);
3238 glDisable(GL_TEXTURE_GEN_Q);
3239 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
3242 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3243 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3244 * as the input texture coordinates for this stage's texture transformation. This
3245 * equates roughly to EYE_LINEAR
3248 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
3250 glMatrixMode(GL_MODELVIEW);
3253 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3254 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3255 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3256 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3259 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
3260 glEnable(GL_TEXTURE_GEN_S);
3261 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3262 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3263 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3264 glEnable(GL_TEXTURE_GEN_T);
3265 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3266 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3267 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3268 glEnable(GL_TEXTURE_GEN_R);
3269 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3270 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3271 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
3275 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3277 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3278 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
3280 glMatrixMode(GL_MODELVIEW);
3283 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3284 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3285 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3286 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3289 glEnable(GL_TEXTURE_GEN_S);
3290 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3291 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3292 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3293 glEnable(GL_TEXTURE_GEN_T);
3294 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3295 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3296 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3297 glEnable(GL_TEXTURE_GEN_R);
3298 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3299 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3300 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
3305 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3307 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
3308 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
3310 glMatrixMode(GL_MODELVIEW);
3313 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3314 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3315 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3316 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3319 glEnable(GL_TEXTURE_GEN_S);
3320 checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
3321 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3322 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3323 glEnable(GL_TEXTURE_GEN_T);
3324 checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
3325 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3326 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3327 glEnable(GL_TEXTURE_GEN_R);
3328 checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
3329 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3330 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
3335 /* Unhandled types: */
3338 /* ? disable GL_TEXTURE_GEN_n ? */
3339 glDisable(GL_TEXTURE_GEN_S);
3340 glDisable(GL_TEXTURE_GEN_T);
3341 glDisable(GL_TEXTURE_GEN_R);
3342 glDisable(GL_TEXTURE_GEN_Q);
3343 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
3347 /* Update the texture matrix */
3348 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3349 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3352 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3353 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3354 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3355 * and do all the things linked to it
3356 * TODO: Tidy that up to reload only the arrays of the changed unit
3358 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3360 unloadTexCoords(stateblock);
3361 loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
3365 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3366 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3368 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
3369 * has an update pending
3371 if(isStateDirty(context, STATE_VDECL) ||
3372 isStateDirty(context, STATE_PIXELSHADER)) {
3376 device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
3379 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3380 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3382 if(stateblock->pixelShader && stage != 0 &&
3383 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
3384 /* The pixel shader has to know the luminance scale. Do a constants update if it
3385 * isn't scheduled anyway
3387 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3388 !isStateDirty(context, STATE_PIXELSHADER)) {
3389 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3394 static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3395 BOOL texIsPow2 = FALSE;
3396 DWORD sampler = state - STATE_SAMPLER(0);
3397 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3399 if(!texture) return;
3400 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3401 * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
3402 * scaling is reapplied or removed, the texture matrix has to be reapplied
3404 * The mapped stage is already active because the sampler() function below, which is part of the
3407 if(sampler < MAX_TEXTURES) {
3408 UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(texture);
3410 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3412 if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
3413 ((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
3417 else if (texture_dimensions == GL_TEXTURE_CUBE_MAP_ARB)
3419 if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
3424 if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
3425 context->lastWasPow2Texture[sampler] = texIsPow2;
3426 transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3431 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3432 DWORD sampler = state - STATE_SAMPLER(0);
3433 DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
3439 TRACE("Sampler: %d\n", sampler);
3440 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3441 * only has to bind textures and set the per texture states
3444 if (mapped_stage == -1) {
3445 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3449 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3450 if (mapped_stage >= GL_LIMITS(combined_samplers)) {
3453 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3454 checkGLcall("glActiveTextureARB");
3455 } else if (sampler > 0) {
3456 /* We can't do anything here */
3457 WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3461 if(stateblock->textures[sampler]) {
3462 IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
3463 IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler]);
3464 IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
3466 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
3467 tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3468 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3469 GL_TEXTURE_LOD_BIAS_EXT,
3471 checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3474 if(!use_ps(stateblock->wineD3DDevice) && sampler < stateblock->lowest_disabled_stage) {
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);
3482 } else if(mapped_stage < GL_LIMITS(textures)) {
3483 if(sampler < stateblock->lowest_disabled_stage) {
3484 /* TODO: What should I do with pixel shaders here ??? */
3485 if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
3486 /* If color keying is enabled update the alpha test, it depends on the existence
3487 * of a color key in stage 0
3489 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3491 } /* Otherwise tex_colorop disables the stage */
3492 glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
3493 checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
3497 static void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3498 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3500 if (use_ps(device)) {
3501 if(!context->last_was_pshader) {
3502 state_fog(state, stateblock, context);
3504 context->last_was_pshader = TRUE;
3506 if(context->last_was_pshader) {
3507 state_fog(state, stateblock, context);
3509 context->last_was_pshader = FALSE;
3513 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3514 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
3515 BOOL use_pshader = use_ps(device);
3516 BOOL use_vshader = use_vs(device);
3520 if(!context->last_was_pshader) {
3521 /* Former draw without a pixel shader, some samplers
3522 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3523 * make sure to enable them
3525 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3526 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3527 sampler(STATE_SAMPLER(i), stateblock, context);
3531 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3532 * if a different texture was bound. I don't have to do anything.
3536 /* Disabled the pixel shader - color ops weren't applied
3537 * while it was enabled, so re-apply them.
3539 for(i=0; i < MAX_TEXTURES; i++) {
3540 if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
3541 device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
3542 (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3547 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3548 device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
3550 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3551 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3556 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3557 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
3558 if(stateblock->pixelShader && stage != 0 &&
3559 ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
3560 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3563 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3564 !isStateDirty(context, STATE_PIXELSHADER)) {
3565 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3570 static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3571 /* This function is called by transform_view below if the view matrix was changed too
3573 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3574 * does not always update the world matrix, only on a switch between transformed
3575 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3576 * draw, but that should be rather rare and cheaper in total.
3578 glMatrixMode(GL_MODELVIEW);
3579 checkGLcall("glMatrixMode");
3581 if(context->last_was_rhw) {
3583 checkGLcall("glLoadIdentity()");
3585 /* In the general case, the view matrix is the identity matrix */
3586 if (stateblock->wineD3DDevice->view_ident) {
3587 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3588 checkGLcall("glLoadMatrixf");
3590 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3591 checkGLcall("glLoadMatrixf");
3592 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3593 checkGLcall("glMultMatrixf");
3598 static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3599 UINT index = state - STATE_CLIPPLANE(0);
3601 if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
3605 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3606 glMatrixMode(GL_MODELVIEW);
3608 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3610 TRACE("Clipplane [%f,%f,%f,%f]\n",
3611 stateblock->clipplane[index][0],
3612 stateblock->clipplane[index][1],
3613 stateblock->clipplane[index][2],
3614 stateblock->clipplane[index][3]);
3615 glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
3616 checkGLcall("glClipPlane");
3621 static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3622 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3624 TRACE("Setting world matrix %d\n", matrix);
3626 if(matrix >= GL_LIMITS(blends)) {
3627 WARN("Unsupported blend matrix set\n");
3629 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3633 /* GL_MODELVIEW0_ARB: 0x1700
3634 * GL_MODELVIEW1_ARB: 0x850a
3635 * GL_MODELVIEW2_ARB: 0x8722
3636 * GL_MODELVIEW3_ARB: 0x8723
3638 * GL_MODELVIEW31_ARB: 0x873F
3640 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3641 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3643 glMatrixMode(glMat);
3644 checkGLcall("glMatrixMode(glMat)");
3646 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3647 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3649 if(stateblock->wineD3DDevice->view_ident) {
3650 glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3651 checkGLcall("glLoadMatrixf");
3653 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3654 checkGLcall("glLoadMatrixf");
3655 glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3656 checkGLcall("glMultMatrixf");
3660 static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3661 static BOOL once = FALSE;
3663 switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
3664 case WINED3DVBF_1WEIGHTS:
3665 case WINED3DVBF_2WEIGHTS:
3666 case WINED3DVBF_3WEIGHTS:
3669 /* TODO: Implement vertex blending in drawStridedSlow */
3670 FIXME("Vertex blending enabled, but not supported by hardware\n");
3674 case WINED3DVBF_TWEENING:
3675 WARN("Tweening not supported yet\n");
3679 static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3680 WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
3683 case WINED3DVBF_1WEIGHTS:
3684 case WINED3DVBF_2WEIGHTS:
3685 case WINED3DVBF_3WEIGHTS:
3686 glEnable(GL_VERTEX_BLEND_ARB);
3687 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3689 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3690 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3692 GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
3694 if(!stateblock->wineD3DDevice->vertexBlendUsed) {
3696 for(i = 1; i < GL_LIMITS(blends); i++) {
3697 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
3698 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3701 stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
3705 case WINED3DVBF_DISABLE:
3706 case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
3707 glDisable(GL_VERTEX_BLEND_ARB);
3708 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3711 case WINED3DVBF_TWEENING:
3712 /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
3713 * vertex weights in the vertices?
3714 * For now we don't report that as supported, so a warn should suffice
3716 WARN("Tweening not supported yet\n");
3721 static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3724 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3725 * NOTE: We have to reset the positions even if the light/plane is not currently
3726 * enabled, since the call to enable it will not reset the position.
3727 * NOTE2: Apparently texture transforms do NOT need reapplying
3730 const PLIGHTINFOEL *light = NULL;
3732 glMatrixMode(GL_MODELVIEW);
3733 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3734 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3735 checkGLcall("glLoadMatrixf(...)");
3737 /* Reset lights. TODO: Call light apply func */
3738 for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
3739 light = stateblock->activeLights[k];
3740 if(!light) continue;
3741 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3742 checkGLcall("glLightfv posn");
3743 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3744 checkGLcall("glLightfv dirn");
3747 /* Reset Clipping Planes */
3748 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
3749 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3750 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3754 if(context->last_was_rhw) {
3756 checkGLcall("glLoadIdentity()");
3757 /* No need to update the world matrix, the identity is fine */
3761 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3762 * No need to do it here if the state is scheduled for update.
3764 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3765 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3768 /* Avoid looping over a number of matrices if the app never used the functionality */
3769 if(stateblock->wineD3DDevice->vertexBlendUsed) {
3770 for(k = 1; k < GL_LIMITS(blends); k++) {
3771 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3772 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3778 static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
3779 glMatrixMode(GL_PROJECTION);
3780 checkGLcall("glMatrixMode(GL_PROJECTION)");
3782 checkGLcall("glLoadIdentity");
3784 if(context->last_was_rhw) {
3785 double X, Y, height, width, minZ, maxZ;
3787 X = stateblock->viewport.X;
3788 Y = stateblock->viewport.Y;
3789 height = stateblock->viewport.Height;
3790 width = stateblock->viewport.Width;
3791 minZ = stateblock->viewport.MinZ;
3792 maxZ = stateblock->viewport.MaxZ;
3794 if(!stateblock->wineD3DDevice->untransformed) {
3795 /* Transformed vertices are supposed to bypass the whole transform pipeline including
3796 * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
3797 * suppress depth clipping. This can be done because it is an orthogonal projection and
3798 * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
3799 * Persia 3D need this.
3801 * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
3802 * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
3803 * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
3806 * Also note that this breaks z comparison against z values filled in with clear,
3807 * but no app depending on that and disabled clipping has been found yet. Comparing
3808 * primitives against themselves works, so the Z buffer is still intact for normal hidden
3811 * We could disable clipping entirely by setting the near to infinity and far to -infinity,
3812 * but this would break Z buffer operation. Raising the range to something less than
3813 * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
3816 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
3817 if(stateblock->wineD3DDevice->render_offscreen) {
3818 glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
3820 glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
3823 /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
3824 * trick above because this would mess up transformed and untransformed Z order. Pass the z position
3825 * unmodified to opengl.
3827 * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
3828 * replacement shader.
3830 TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
3831 if(stateblock->wineD3DDevice->render_offscreen) {
3832 glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
3834 glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
3837 checkGLcall("glOrtho");
3839 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3840 glTranslatef(0.5, 0.5, 0);
3841 checkGLcall("glTranslatef(0.5, 0.5, 0)");
3842 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3843 * render everything upside down when rendering offscreen. */
3844 if (stateblock->wineD3DDevice->render_offscreen) {
3845 glScalef(1.0, -1.0, 1.0);
3846 checkGLcall("glScalef");
3849 /* The rule is that the window coordinate 0 does not correspond to the
3850 beginning of the first pixel, but the center of the first pixel.
3851 As a consequence if you want to correctly draw one line exactly from
3852 the left to the right end of the viewport (with all matrices set to
3853 be identity), the x coords of both ends of the line would be not
3854 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3857 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3858 divide by the Width/Height, so we need the half range(1.0) to translate by
3861 The other fun is that d3d's output z range after the transformation is [0;1],
3862 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3863 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3864 of Z buffer precision and the clear values do not match in the z test. Thus scale
3865 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3869 * Careful with the order of operations here, we're essentially working backwards:
3871 * y = (y - 1/h) * flip;
3875 * glTranslatef(0.0, 0.0, -1.0);
3876 * glScalef(1.0, 1.0, 2.0);
3878 * glScalef(1.0, flip, 1.0);
3879 * glTranslatef(1/w, -1/h, 0.0);
3881 * This is equivalent to:
3882 * glTranslatef(1/w, -flip/h, -1.0)
3883 * glScalef(1.0, flip, 2.0);
3886 if (stateblock->wineD3DDevice->render_offscreen) {
3887 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3888 * render everything upside down when rendering offscreen. */
3889 glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
3890 checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
3891 glScalef(1.0, -1.0, 2.0);
3893 glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
3894 checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
3895 glScalef(1.0, 1.0, 2.0);
3897 checkGLcall("glScalef");
3899 glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
3900 checkGLcall("glLoadMatrixf");
3904 /* This should match any arrays loaded in loadVertexData.
3905 * stateblock impl is required for GL_SUPPORT
3906 * TODO: Only load / unload arrays if we have to.
3908 static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
3909 glDisableClientState(GL_VERTEX_ARRAY);
3910 glDisableClientState(GL_NORMAL_ARRAY);
3911 glDisableClientState(GL_COLOR_ARRAY);
3912 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3913 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3915 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
3916 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3918 unloadTexCoords(stateblock);
3921 static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context, int i)
3923 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
3924 checkGLcall("glDisableVertexAttribArrayARB(reg)");
3925 /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
3926 * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
3927 * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
3928 * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
3929 * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
3931 GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
3932 checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
3934 context->numbered_array_mask &= ~(1 << i);
3937 /* This should match any arrays loaded in loadNumberedArrays
3938 * TODO: Only load / unload arrays if we have to.
3940 static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context)
3942 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3943 GLint maxAttribs = 16;
3946 /* Leave all the attribs disabled */
3947 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
3948 /* MESA does not support it right not */
3949 if (glGetError() != GL_NO_ERROR)
3951 for (i = 0; i < maxAttribs; ++i) {
3952 unload_numbered_array(stateblock, context, i);
3956 static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
3957 const WineDirect3DVertexStridedData *strided, WineD3DContext *context)
3959 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
3961 const UINT *offset = stateblock->streamOffset;
3962 IWineD3DVertexBufferImpl *vb;
3963 DWORD_PTR shift_index;
3965 /* Default to no instancing */
3966 stateblock->wineD3DDevice->instancedDraw = FALSE;
3968 for (i = 0; i < MAX_ATTRIBS; i++) {
3969 if (!strided->u.input[i].VBO && !strided->u.input[i].lpData)
3971 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3975 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
3976 if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
3977 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
3978 stateblock->wineD3DDevice->instancedDraw = TRUE;
3982 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
3984 if(strided->u.input[i].dwStride) {
3985 if(curVBO != strided->u.input[i].VBO) {
3986 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
3987 checkGLcall("glBindBufferARB");
3988 curVBO = strided->u.input[i].VBO;
3990 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
3991 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
3992 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
3993 * vbo we won't be load converted attributes anyway
3995 if(curVBO && vb->conv_shift) {
3996 TRACE("Loading attribute from shifted buffer\n");
3997 TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
3998 TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
3999 TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
4000 shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
4001 shift_index = shift_index % strided->u.input[i].dwStride;
4002 GL_EXTCALL(glVertexAttribPointerARB(i,
4003 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
4004 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
4005 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
4008 strided->u.input[i].lpData + vb->conv_shift[shift_index] +
4009 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
4010 offset[strided->u.input[i].streamNo]));
4013 GL_EXTCALL(glVertexAttribPointerARB(i,
4014 WINED3D_ATR_SIZE(strided->u.input[i].dwType),
4015 WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
4016 WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
4017 strided->u.input[i].dwStride,
4019 strided->u.input[i].lpData +
4020 stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
4021 offset[strided->u.input[i].streamNo]) );
4024 if (!(context->numbered_array_mask & (1 << i)))
4026 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4027 context->numbered_array_mask |= (1 << i);
4030 /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
4031 * set up the attribute statically. But we have to figure out the system memory address.
4033 const BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
4034 if(strided->u.input[i].VBO) {
4035 vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
4036 ptr += (long) vb->resource.allocatedMemory;
4039 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
4041 switch(strided->u.input[i].dwType) {
4042 case WINED3DDECLTYPE_FLOAT1:
4043 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4045 case WINED3DDECLTYPE_FLOAT2:
4046 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4048 case WINED3DDECLTYPE_FLOAT3:
4049 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4051 case WINED3DDECLTYPE_FLOAT4:
4052 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4055 case WINED3DDECLTYPE_UBYTE4:
4056 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4058 case WINED3DDECLTYPE_UBYTE4N:
4059 case WINED3DDECLTYPE_D3DCOLOR:
4060 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4063 case WINED3DDECLTYPE_SHORT2:
4064 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4066 case WINED3DDECLTYPE_SHORT4:
4067 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4070 case WINED3DDECLTYPE_SHORT2N:
4072 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4073 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4076 case WINED3DDECLTYPE_USHORT2N:
4078 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4079 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4082 case WINED3DDECLTYPE_SHORT4N:
4083 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4085 case WINED3DDECLTYPE_USHORT4N:
4086 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4089 case WINED3DDECLTYPE_UDEC3:
4090 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4091 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4093 case WINED3DDECLTYPE_DEC3N:
4094 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4095 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4098 case WINED3DDECLTYPE_FLOAT16_2:
4099 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4100 * byte float according to the IEEE standard
4102 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4104 case WINED3DDECLTYPE_FLOAT16_4:
4105 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4108 case WINED3DDECLTYPE_UNUSED:
4110 ERR("Unexpected declaration in stride 0 attributes\n");
4116 checkGLcall("Loading numbered arrays");
4119 /* Used from 2 different functions, and too big to justify making it inlined */
4120 static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd)
4122 const UINT *offset = stateblock->streamOffset;
4123 GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
4125 TRACE("Using fast vertex array code\n");
4127 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4128 stateblock->wineD3DDevice->instancedDraw = FALSE;
4130 /* Blend Data ---------------------------------------------- */
4131 if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
4132 (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
4134 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4135 TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4136 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4138 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4139 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4141 GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
4143 VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
4144 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
4145 sd->u.s.blendWeights.dwStride,
4146 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
4148 if(curVBO != sd->u.s.blendWeights.VBO) {
4149 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
4150 checkGLcall("glBindBufferARB");
4151 curVBO = sd->u.s.blendWeights.VBO;
4154 GL_EXTCALL(glWeightPointerARB)(
4155 WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
4156 WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
4157 sd->u.s.blendWeights.dwStride,
4158 sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
4160 checkGLcall("glWeightPointerARB");
4162 if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
4166 FIXME("blendMatrixIndices support\n");
4171 /* TODO: support blends in drawStridedSlow
4172 * No need to write a FIXME here, this is done after the general vertex decl decoding
4174 WARN("unsupported blending in openGl\n");
4177 if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
4178 static const GLbyte one = 1;
4179 GL_EXTCALL(glWeightbvARB(1, &one));
4180 checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
4184 /* Point Size ----------------------------------------------*/
4185 if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
4187 /* no such functionality in the fixed function GL pipeline */
4188 TRACE("Cannot change ptSize here in openGl\n");
4189 /* TODO: Implement this function in using shaders if they are available */
4193 /* Vertex Pointers -----------------------------------------*/
4194 if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
4195 /* Note dwType == float3 or float4 == 2 or 3 */
4196 VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
4197 sd->u.s.position.dwStride,
4198 sd->u.s.position.dwType + 1,
4199 sd->u.s.position.lpData));
4201 if(curVBO != sd->u.s.position.VBO) {
4202 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
4203 checkGLcall("glBindBufferARB");
4204 curVBO = sd->u.s.position.VBO;
4207 /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
4208 handling for rhw mode should not impact screen position whereas in GL it does.
4209 This may result in very slightly distorted textures in rhw mode.
4210 There's always the other option of fixing the view matrix to
4211 prevent w from having any effect.
4213 This only applies to user pointer sources, in VBOs the vertices are fixed up
4215 if(sd->u.s.position.VBO == 0) {
4216 glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
4217 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4218 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4221 WINED3D_ATR_SIZE(sd->u.s.position.dwType),
4222 WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
4223 sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
4225 checkGLcall("glVertexPointer(...)");
4226 glEnableClientState(GL_VERTEX_ARRAY);
4227 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4230 /* Normals -------------------------------------------------*/
4231 if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
4232 /* Note dwType == float3 or float4 == 2 or 3 */
4233 VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
4234 sd->u.s.normal.dwStride,
4235 sd->u.s.normal.lpData));
4236 if(curVBO != sd->u.s.normal.VBO) {
4237 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
4238 checkGLcall("glBindBufferARB");
4239 curVBO = sd->u.s.normal.VBO;
4242 WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
4243 sd->u.s.normal.dwStride,
4244 sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
4245 checkGLcall("glNormalPointer(...)");
4246 glEnableClientState(GL_NORMAL_ARRAY);
4247 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4250 glNormal3f(0, 0, 0);
4251 checkGLcall("glNormal3f(0, 0, 0)");
4254 /* Diffuse Colour --------------------------------------------*/
4255 /* WARNING: Data here MUST be in RGBA format, so cannot */
4256 /* go directly into fast mode from app pgm, because */
4257 /* directx requires data in BGRA format. */
4258 /* currently fixupVertices swizzles the format, but this isn't*/
4259 /* very practical when using VBOs */
4260 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4261 /* , or the user doesn't care and wants the speed advantage */
4263 if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
4264 /* Note dwType == float3 or float4 == 2 or 3 */
4265 VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4266 sd->u.s.diffuse.dwStride,
4267 sd->u.s.diffuse.lpData));
4269 if(curVBO != sd->u.s.diffuse.VBO) {
4270 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
4271 checkGLcall("glBindBufferARB");
4272 curVBO = sd->u.s.diffuse.VBO;
4275 glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
4276 WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
4277 sd->u.s.diffuse.dwStride,
4278 sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
4279 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4280 glEnableClientState(GL_COLOR_ARRAY);
4281 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4284 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4285 checkGLcall("glColor4f(1, 1, 1, 1)");
4288 /* Specular Colour ------------------------------------------*/
4289 if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
4290 TRACE("setting specular colour\n");
4291 /* Note dwType == float3 or float4 == 2 or 3 */
4292 VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
4293 sd->u.s.specular.dwStride,
4294 sd->u.s.specular.lpData));
4295 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4296 if(curVBO != sd->u.s.specular.VBO) {
4297 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
4298 checkGLcall("glBindBufferARB");
4299 curVBO = sd->u.s.specular.VBO;
4301 GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
4302 WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
4303 sd->u.s.specular.dwStride,
4304 sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
4305 checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
4306 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4307 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4310 /* Missing specular color is not critical, no warnings */
4311 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4315 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4316 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4317 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4320 /* Missing specular color is not critical, no warnings */
4321 VTRACE(("Specular colour is not supported in this GL implementation\n"));
4325 /* Texture coords -------------------------------------------*/
4326 loadTexCoords(stateblock, sd, &curVBO);
4329 static inline void drawPrimitiveTraceDataLocations(const WineDirect3DVertexStridedData *dataLocations)
4331 /* Dump out what parts we have supplied */
4332 TRACE("Strided Data:\n");
4333 TRACE_STRIDED((dataLocations), position);
4334 TRACE_STRIDED((dataLocations), blendWeights);
4335 TRACE_STRIDED((dataLocations), blendMatrixIndices);
4336 TRACE_STRIDED((dataLocations), normal);
4337 TRACE_STRIDED((dataLocations), pSize);
4338 TRACE_STRIDED((dataLocations), diffuse);
4339 TRACE_STRIDED((dataLocations), specular);
4340 TRACE_STRIDED((dataLocations), texCoords[0]);
4341 TRACE_STRIDED((dataLocations), texCoords[1]);
4342 TRACE_STRIDED((dataLocations), texCoords[2]);
4343 TRACE_STRIDED((dataLocations), texCoords[3]);
4344 TRACE_STRIDED((dataLocations), texCoords[4]);
4345 TRACE_STRIDED((dataLocations), texCoords[5]);
4346 TRACE_STRIDED((dataLocations), texCoords[6]);
4347 TRACE_STRIDED((dataLocations), texCoords[7]);
4348 TRACE_STRIDED((dataLocations), position2);
4349 TRACE_STRIDED((dataLocations), normal2);
4350 TRACE_STRIDED((dataLocations), tangent);
4351 TRACE_STRIDED((dataLocations), binormal);
4352 TRACE_STRIDED((dataLocations), tessFactor);
4353 TRACE_STRIDED((dataLocations), fog);
4354 TRACE_STRIDED((dataLocations), depth);
4355 TRACE_STRIDED((dataLocations), sample);
4360 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4361 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4363 WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
4364 BOOL useVertexShaderFunction;
4365 BOOL load_numbered = FALSE;
4366 BOOL load_named = FALSE;
4368 if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
4369 ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
4370 useVertexShaderFunction = TRUE;
4372 useVertexShaderFunction = FALSE;
4376 if(device->up_strided) {
4377 /* Note: this is a ddraw fixed-function code path */
4378 TRACE("================ Strided Input ===================\n");
4379 memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
4382 drawPrimitiveTraceDataLocations(dataLocations);
4385 /* Note: This is a fixed function or shader codepath.
4386 * This means it must handle both types of strided data.
4387 * Shaders must go through here to zero the strided data, even if they
4388 * don't set any declaration at all
4390 TRACE("================ Vertex Declaration ===================\n");
4391 memset(dataLocations, 0, sizeof(*dataLocations));
4392 primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
4393 useVertexShaderFunction, dataLocations, &fixup);
4396 if (dataLocations->u.s.position_transformed) {
4397 useVertexShaderFunction = FALSE;
4400 if(useVertexShaderFunction) {
4401 if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
4402 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
4403 device->useDrawStridedSlow = TRUE;
4405 load_numbered = TRUE;
4406 device->useDrawStridedSlow = FALSE;
4409 (dataLocations->u.s.pSize.lpData == NULL &&
4410 dataLocations->u.s.diffuse.lpData == NULL &&
4411 dataLocations->u.s.specular.lpData == NULL)) {
4412 /* Load the vertex data using named arrays */
4414 device->useDrawStridedSlow = FALSE;
4416 TRACE("Not loading vertex data\n");
4417 device->useDrawStridedSlow = TRUE;
4420 if (context->numberedArraysLoaded && !load_numbered)
4422 unloadNumberedArrays(stateblock, context);
4423 context->numberedArraysLoaded = FALSE;
4424 context->numbered_array_mask = 0;
4426 else if (context->namedArraysLoaded)
4428 unloadVertexData(stateblock);
4429 context->namedArraysLoaded = FALSE;
4434 TRACE("Loading numbered arrays\n");
4435 loadNumberedArrays(stateblock, dataLocations, context);
4436 context->numberedArraysLoaded = TRUE;
4438 else if (load_named)
4440 TRACE("Loading vertex data\n");
4441 loadVertexData(stateblock, dataLocations);
4442 context->namedArraysLoaded = TRUE;
4445 /* Generate some fixme's if unsupported functionality is being used */
4446 #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
4447 /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
4448 if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
4449 FIXME("Tweening is only valid with vertex shaders\n");
4451 if (!useVertexShaderFunction && BUFFER_OR_DATA(binormal)) {
4452 FIXME("Binormal bump mapping is only valid with vertex shaders\n");
4454 if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
4455 FIXME("Extended attributes are only valid with vertex shaders\n");
4457 #undef BUFFER_OR_DATA
4460 static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4461 BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
4462 BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
4463 && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
4465 /* Some stuff is in the device until we have per context tracking */
4466 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
4467 BOOL wasrhw = context->last_was_rhw;
4469 /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
4470 * here simply check whether a shader was set, or the user disabled shaders
4472 if (use_vs(device)) {
4473 useVertexShaderFunction = TRUE;
4475 if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
4478 } else if(context->last_was_foggy_shader) {
4482 transformed = device->strided_streams.u.s.position_transformed;
4483 if (transformed) useVertexShaderFunction = FALSE;
4485 if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
4489 /* Reapply lighting if it is not scheduled for reapplication already */
4490 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4491 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4495 context->last_was_rhw = TRUE;
4498 /* Untransformed, so relies on the view and projection matrices */
4499 context->last_was_rhw = FALSE;
4500 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4501 device->untransformed = TRUE;
4503 /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
4504 * Not needed as long as only hw shaders are supported
4507 /* This sets the shader output position correction constants.
4508 * TODO: Move to the viewport state
4510 if (useVertexShaderFunction) {
4511 device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
4512 device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
4516 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4517 * off this function will be called again anyway to make sure they're properly set
4519 if(!useVertexShaderFunction) {
4520 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4521 * or transformed / untransformed was switched
4523 if(wasrhw != context->last_was_rhw &&
4524 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4525 !isStateDirty(context, STATE_VIEWPORT)) {
4526 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4528 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4531 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4532 * this check will fail and the matrix not applied again. This is OK because a simple
4533 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4534 * needs of the vertex declaration.
4536 * World and view matrix go into the same gl matrix, so only apply them when neither is
4539 if(transformed != wasrhw &&
4540 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4541 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4542 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4545 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4546 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4549 if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4550 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4552 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4553 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4556 if(!context->last_was_vshader) {
4558 static BOOL warned = FALSE;
4559 /* Disable all clip planes to get defined results on all drivers. See comment in the
4560 * state_clipping state handler
4562 for(i = 0; i < GL_LIMITS(clipplanes); i++) {
4563 glDisable(GL_CLIP_PLANE0 + i);
4564 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4567 if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
4568 FIXME("Clipping not supported with vertex shaders\n");
4572 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4573 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4574 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4575 * fixed function vertex processing states back in a sane state before switching to shaders
4577 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4578 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4580 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4581 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4587 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4590 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4591 device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
4593 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4594 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4598 context->last_was_vshader = useVertexShaderFunction;
4601 state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
4603 if(!useVertexShaderFunction) {
4605 for(i = 0; i < MAX_TEXTURES; i++) {
4606 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4607 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4613 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4615 IWineD3DSurfaceImpl *target;
4617 glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
4618 checkGLcall("glDepthRange");
4619 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4621 if(stateblock->wineD3DDevice->render_offscreen) {
4622 glViewport(stateblock->viewport.X,
4623 stateblock->viewport.Y,
4624 stateblock->viewport.Width, stateblock->viewport.Height);
4626 target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4627 target->get_drawable_size(target, &width, &height);
4629 glViewport(stateblock->viewport.X,
4630 (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
4631 stateblock->viewport.Width, stateblock->viewport.Height);
4634 checkGLcall("glViewport");
4637 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4638 stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
4639 stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
4640 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4641 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4643 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4644 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4648 static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4649 UINT Index = state - STATE_ACTIVELIGHT(0);
4650 const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
4653 glDisable(GL_LIGHT0 + Index);
4654 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4657 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
4659 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4660 glMatrixMode(GL_MODELVIEW);
4662 glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
4665 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4666 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4667 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4668 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4669 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4670 checkGLcall("glLightfv");
4673 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4674 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4675 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4676 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4677 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4678 checkGLcall("glLightfv");
4681 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4682 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4683 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4684 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4685 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4686 checkGLcall("glLightfv");
4688 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4689 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4691 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
4694 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4695 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4696 * Attenuation0 to NaN and crashes in the gl lib
4699 switch (lightInfo->OriginalParms.Type) {
4700 case WINED3DLIGHT_POINT:
4702 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4703 checkGLcall("glLightfv");
4704 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4705 checkGLcall("glLightf");
4706 /* Attenuation - Are these right? guessing... */
4707 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4708 checkGLcall("glLightf");
4709 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4710 checkGLcall("glLightf");
4711 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4712 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4713 checkGLcall("glLightf");
4717 case WINED3DLIGHT_SPOT:
4719 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4720 checkGLcall("glLightfv");
4722 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4723 checkGLcall("glLightfv");
4724 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4725 checkGLcall("glLightf");
4726 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4727 checkGLcall("glLightf");
4728 /* Attenuation - Are these right? guessing... */
4729 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4730 checkGLcall("glLightf");
4731 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4732 checkGLcall("glLightf");
4733 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4734 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4735 checkGLcall("glLightf");
4739 case WINED3DLIGHT_DIRECTIONAL:
4741 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4742 checkGLcall("glLightfv");
4743 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4744 checkGLcall("glLightf");
4745 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4746 checkGLcall("glLightf");
4750 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4753 /* Restore the modelview matrix */
4756 glEnable(GL_LIGHT0 + Index);
4757 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4763 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4764 RECT *pRect = &stateblock->scissorRect;
4767 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
4769 target->get_drawable_size(target, &width, &height);
4770 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4771 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4773 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
4774 pRect->right - pRect->left, pRect->bottom - pRect->top);
4776 if (stateblock->wineD3DDevice->render_offscreen) {
4777 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4779 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4781 checkGLcall("glScissor");
4784 static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4785 if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
4786 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4788 IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
4789 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
4793 static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
4794 if(stateblock->wineD3DDevice->render_offscreen) {
4795 glFrontFace(GL_CCW);
4796 checkGLcall("glFrontFace(GL_CCW)");
4799 checkGLcall("glFrontFace(GL_CW)");
4803 const struct StateEntryTemplate misc_state_template[] = {
4804 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4805 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4806 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4807 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4808 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4809 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4810 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4811 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4812 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4813 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
4814 { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, 0 },
4815 { STATE_VDECL, { STATE_VDECL, streamsrc }, 0 },
4816 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, 0 },
4817 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, 0 },
4818 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4819 * vshader loadings are untied from each other
4821 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4822 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
4823 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4824 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4825 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4826 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4827 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4828 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4829 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4830 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4831 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4832 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4833 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4834 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4835 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4836 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4837 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4838 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4839 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4840 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4841 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4842 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4843 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4844 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4845 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4846 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4847 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4848 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4849 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4850 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4851 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4852 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4853 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4854 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
4855 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4856 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4857 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4858 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4859 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4860 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4861 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4862 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4863 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4864 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4865 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4866 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4867 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4868 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4869 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4870 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
4872 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, 0 },
4873 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4874 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, 0 },
4875 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, 0 },
4876 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, 0 },
4877 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, 0 },
4878 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, 0 },
4879 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, 0 },
4880 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, 0 },
4881 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, 0 },
4882 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, 0 },
4883 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, 0 },
4884 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, 0 },
4885 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, 0 },
4886 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4887 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4888 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4889 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
4890 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, 0 },
4891 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, 0 },
4892 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, 0 },
4893 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, 0 },
4894 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, 0 },
4895 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, 0 },
4896 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, 0 },
4897 { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, 0 },
4898 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, 0 },
4899 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, 0 },
4900 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, 0 },
4901 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, 0 },
4902 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, 0 },
4903 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4904 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4905 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4906 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4907 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4908 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4909 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4910 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4911 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, 0 },
4912 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4913 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4914 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4915 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4916 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
4917 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4918 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4919 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4920 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4921 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4922 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4923 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4924 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4925 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4926 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4927 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4928 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4929 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4930 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4931 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4932 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
4933 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, 0 },
4934 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, 0 },
4935 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, 0 },
4936 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, 0 },
4937 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, 0 },
4938 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, 0 },
4939 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4940 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4941 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4942 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4943 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4944 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4945 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
4946 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4947 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, 0 },
4948 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, 0 },
4949 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4950 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
4951 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, 0 },
4952 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, 0 },
4953 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4954 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4955 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4956 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
4957 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4958 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, 0 },
4959 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
4961 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, 0 },
4962 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, 0 },
4963 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, 0 },
4964 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, 0 },
4965 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, 0 },
4966 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, 0 },
4967 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, 0 },
4968 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, 0 },
4969 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, 0 },
4970 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, 0 },
4971 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, 0 },
4972 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, 0 },
4973 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, 0 },
4974 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, 0 },
4975 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, 0 },
4976 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, 0 },
4977 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, 0 },
4978 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, 0 },
4979 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, 0 },
4980 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, 0 },
4981 {0 /* Terminate */, { 0, 0 }, 0 },
4984 const struct StateEntryTemplate ffp_vertexstate_template[] = {
4985 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, 0 },
4986 { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, 0 },
4987 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4988 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
4990 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, 0 },
4991 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, 0 },
4992 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, 0 },
4993 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, 0 },
4994 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, 0 },
4995 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, 0 },
4996 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, 0 },
4997 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, 0 },
4998 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, 0 },
4999 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, 0 },
5000 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, 0 },
5001 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, 0 },
5002 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, 0 },
5003 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, 0 },
5004 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, 0 },
5005 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, 0 },
5006 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, 0 },
5007 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, 0 },
5008 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, 0 },
5009 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, 0 },
5010 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, 0 },
5011 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, 0 },
5012 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, 0 },
5013 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, 0 },
5014 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, 0 },
5015 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, 0 },
5016 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, 0 },
5017 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, 0 },
5018 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, 0 },
5019 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, 0 },
5020 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, 0 },
5021 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, 0 },
5023 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, 0 },
5024 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, 0 },
5025 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, 0 },
5026 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, 0 },
5027 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, 0 },
5028 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, 0 },
5029 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, 0 },
5030 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, 0 },
5032 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, 0 },
5033 /* Transform states follow */
5034 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, 0 },
5035 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, 0 },
5036 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5037 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5038 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5039 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5040 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5041 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5042 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5043 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
5044 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, 0 },
5045 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, 0 },
5046 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, 0 },
5047 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, 0 },
5048 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, 0 },
5049 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, 0 },
5050 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, 0 },
5051 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, 0 },
5052 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, 0 },
5053 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, 0 },
5054 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, 0 },
5055 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, 0 },
5056 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, 0 },
5057 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, 0 },
5058 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, 0 },
5059 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, 0 },
5060 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, 0 },
5061 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, 0 },
5062 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, 0 },
5063 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, 0 },
5064 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, 0 },
5065 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, 0 },
5066 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, 0 },
5067 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, 0 },
5068 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, 0 },
5069 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, 0 },
5070 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, 0 },
5071 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, 0 },
5072 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, 0 },
5073 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, 0 },
5074 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, 0 },
5075 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, 0 },
5076 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, 0 },
5077 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, 0 },
5078 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, 0 },
5079 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, 0 },
5080 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, 0 },
5081 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, 0 },
5082 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, 0 },
5083 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, 0 },
5084 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, 0 },
5085 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, 0 },
5086 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, 0 },
5087 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, 0 },
5088 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, 0 },
5089 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, 0 },
5090 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, 0 },
5091 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, 0 },
5092 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, 0 },
5093 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, 0 },
5094 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, 0 },
5095 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, 0 },
5096 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, 0 },
5097 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, 0 },
5098 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, 0 },
5099 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, 0 },
5100 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, 0 },
5101 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, 0 },
5102 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, 0 },
5103 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, 0 },
5104 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, 0 },
5105 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, 0 },
5106 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, 0 },
5107 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, 0 },
5108 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, 0 },
5109 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, 0 },
5110 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, 0 },
5111 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, 0 },
5112 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, 0 },
5113 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, 0 },
5114 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, 0 },
5115 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, 0 },
5116 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, 0 },
5117 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, 0 },
5118 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, 0 },
5119 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, 0 },
5120 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, 0 },
5121 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, 0 },
5122 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, 0 },
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5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, 0 },
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5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, 0 },
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5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, 0 },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, 0 },
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5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, 0 },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, 0 },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, 0 },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, 0 },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, 0 },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, 0 },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, 0 },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, 0 },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, 0 },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, 0 },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, 0 },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, 0 },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, 0 },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, 0 },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, 0 },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, 0 },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, 0 },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, 0 },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, 0 },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, 0 },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, 0 },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, 0 },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, 0 },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, 0 },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, 0 },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, 0 },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, 0 },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, 0 },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, 0 },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, 0 },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, 0 },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, 0 },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, 0 },
5300 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5301 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5302 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5303 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5304 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5305 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5306 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5307 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
5308 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5309 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5310 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5311 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5312 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5313 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5314 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5315 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
5317 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5318 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5319 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5320 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5321 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
5322 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
5323 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
5324 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5325 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, 0 },
5326 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5327 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
5328 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, 0 },
5329 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, 0 },
5330 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5331 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, 0 },
5332 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, 0 },
5333 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5334 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5335 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5336 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
5337 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5338 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, 0 },
5339 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5340 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5341 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5342 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5343 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5344 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, 0 },
5345 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5346 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5347 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5348 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
5349 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5350 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5351 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
5352 /* pixel shaders need a different fog input */
5353 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pshader_fog }, 0 },
5354 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5355 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5356 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5358 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5359 { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5360 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, 0 },
5361 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5362 { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5363 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, 0 },
5364 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5365 { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5366 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, 0 },
5367 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5368 { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5369 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, 0 },
5370 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5371 { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5372 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, 0 },
5373 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5374 { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5375 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, 0 },
5376 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5377 { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5378 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, 0 },
5379 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5380 { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
5381 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, 0 },
5382 {0 /* Terminate */, { 0, 0 }, 0 },
5385 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5386 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5387 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5388 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5389 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5390 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5391 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5392 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5393 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5394 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5395 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5396 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5397 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5398 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5399 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5400 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5401 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5402 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5403 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5404 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5405 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5406 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5407 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5408 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5409 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5410 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5411 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5412 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5413 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5414 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5415 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5416 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5417 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5418 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5419 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5420 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5421 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5422 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5423 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5424 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5425 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5426 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5427 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5428 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5429 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5430 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5431 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5432 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5433 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5434 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5435 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5436 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5437 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5438 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5439 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5440 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5441 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5442 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5443 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5444 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5445 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5446 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5447 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5448 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5449 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5450 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5451 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5452 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5453 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5454 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5455 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5456 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5457 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5458 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5459 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5460 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5461 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5462 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5463 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
5464 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
5465 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
5466 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5467 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, 0 },
5468 { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, 0 },
5469 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, 0 },
5470 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
5471 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
5472 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
5473 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
5474 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
5475 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
5476 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
5477 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
5478 {0 /* Terminate */, { 0, 0 }, 0 },
5480 #undef GLINFO_LOCATION
5482 #define GLINFO_LOCATION (*gl_info)
5483 static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
5485 static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
5487 pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
5488 WINED3DTEXOPCAPS_ADDSIGNED |
5489 WINED3DTEXOPCAPS_ADDSIGNED2X |
5490 WINED3DTEXOPCAPS_MODULATE |
5491 WINED3DTEXOPCAPS_MODULATE2X |
5492 WINED3DTEXOPCAPS_MODULATE4X |
5493 WINED3DTEXOPCAPS_SELECTARG1 |
5494 WINED3DTEXOPCAPS_SELECTARG2 |
5495 WINED3DTEXOPCAPS_DISABLE;
5497 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
5498 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
5499 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5500 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
5501 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
5502 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
5503 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
5504 WINED3DTEXOPCAPS_LERP |
5505 WINED3DTEXOPCAPS_SUBTRACT;
5507 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
5508 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
5509 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
5510 WINED3DTEXOPCAPS_MULTIPLYADD |
5511 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
5512 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
5513 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5515 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
5516 pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5518 pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
5519 pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
5522 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
5523 static void ffp_fragment_free(IWineD3DDevice *iface) {}
5524 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5528 TRACE("Checking support for fixup:\n");
5529 dump_color_fixup_desc(fixup);
5532 /* We only support identity conversions. */
5533 if (is_identity_fixup(fixup))
5539 TRACE("[FAILED]\n");
5543 const struct fragment_pipeline ffp_fragment_pipeline = {
5545 ffp_fragment_get_caps,
5548 ffp_color_fixup_supported,
5549 ffp_fragmentstate_template,
5550 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5553 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5556 for(i = 0; funcs[i]; i++);
5560 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5561 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5562 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5565 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
5566 stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
5567 stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
5568 stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
5571 void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5572 const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
5573 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5575 unsigned int i, type, handlers;
5576 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5577 const struct StateEntryTemplate *cur;
5578 BOOL set[STATE_HIGHEST + 1];
5580 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5582 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5583 StateTable[i].representative = 0;
5584 StateTable[i].apply = state_undefined;
5587 for(type = 0; type < 3; type++) {
5588 /* This switch decides the order in which the states are applied */
5590 case 0: cur = misc; break;
5591 case 1: cur = fragment->states; break;
5592 case 2: cur = vertex; break;
5593 default: cur = NULL; /* Stupid compiler */
5597 /* GL extension filtering should not prevent multiple handlers being applied from different
5600 memset(set, 0, sizeof(set));
5602 for(i = 0; cur[i].state; i++) {
5604 /* Only use the first matching state with the available extension from one template.
5606 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5607 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5609 * if GL_XYZ_fancy is supported, ignore the 2nd line
5611 if(set[cur[i].state]) continue;
5612 /* Skip state lines depending on unsupported extensions */
5613 if(cur[i].extension && !GL_SUPPORT(cur[i].extension)) continue;
5614 set[cur[i].state] = TRUE;
5615 /* In some cases having an extension means that nothing has to be
5616 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5617 * supported, the texture coordinate fixup can be ignored. If the
5618 * apply function is used, mark the state set(done above) to prevent
5619 * applying later lines, but do not record anything in the state
5622 if(!cur[i].content.apply) continue;
5624 handlers = num_handlers(multistate_funcs[cur[i].state]);
5625 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5628 StateTable[cur[i].state].apply = cur[i].content.apply;
5631 StateTable[cur[i].state].apply = multistate_apply_2;
5632 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5634 sizeof(**dev_multistate_funcs) * 2);
5635 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5636 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5639 StateTable[cur[i].state].apply = multistate_apply_3;
5640 HeapFree(GetProcessHeap(), 0, multistate_funcs[cur[i].state]);
5641 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5643 sizeof(**dev_multistate_funcs) * 3);
5644 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5645 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5646 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5649 ERR("Unexpected amount of state handlers for state %u: %u\n",
5650 cur[i].state, handlers + 1);
5653 if(StateTable[cur[i].state].representative &&
5654 StateTable[cur[i].state].representative != cur[i].content.representative) {
5655 FIXME("State %u has different representatives in different pipeline parts\n",
5658 StateTable[cur[i].state].representative = cur[i].content.representative;
5662 #undef GLINFO_LOCATION