2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
38 /* GL locking for state handlers is done by the caller. */
40 static void state_blendop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context);
42 static void state_undefined(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
44 ERR("Undefined state.\n");
47 static void state_nop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
49 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state));
52 static void state_fillmode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
54 WINED3DFILLMODE Value = stateblock->state.render_states[WINED3DRS_FILLMODE];
57 case WINED3DFILL_POINT:
58 glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
59 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
61 case WINED3DFILL_WIREFRAME:
62 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
63 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
65 case WINED3DFILL_SOLID:
66 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
67 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
70 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
74 static void state_lighting(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
76 /* Lighting is not enabled if transformed vertices are drawn
77 * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
78 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
79 * vertex declaration applying function calls this function for updating
82 if(isStateDirty(context, STATE_VDECL)) {
86 if (stateblock->state.render_states[WINED3DRS_LIGHTING]
87 && !stateblock->device->strided_streams.position_transformed)
89 glEnable(GL_LIGHTING);
90 checkGLcall("glEnable GL_LIGHTING");
92 glDisable(GL_LIGHTING);
93 checkGLcall("glDisable GL_LIGHTING");
97 static void state_zenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
99 /* No z test without depth stencil buffers */
100 if (!stateblock->device->fb.depth_stencil)
102 TRACE("No Z buffer - disabling depth test\n");
103 glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
104 checkGLcall("glDisable GL_DEPTH_TEST");
108 switch (stateblock->state.render_states[WINED3DRS_ZENABLE])
110 case WINED3DZB_FALSE:
111 glDisable(GL_DEPTH_TEST);
112 checkGLcall("glDisable GL_DEPTH_TEST");
115 glEnable(GL_DEPTH_TEST);
116 checkGLcall("glEnable GL_DEPTH_TEST");
119 glEnable(GL_DEPTH_TEST);
120 checkGLcall("glEnable GL_DEPTH_TEST");
121 FIXME("W buffer is not well handled\n");
124 FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
125 stateblock->state.render_states[WINED3DRS_ZENABLE]);
129 static void state_cullmode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
131 /* glFrontFace() is set in context.c at context init and on an
132 * offscreen / onscreen rendering switch. */
133 switch (stateblock->state.render_states[WINED3DRS_CULLMODE])
135 case WINED3DCULL_NONE:
136 glDisable(GL_CULL_FACE);
137 checkGLcall("glDisable GL_CULL_FACE");
140 glEnable(GL_CULL_FACE);
141 checkGLcall("glEnable GL_CULL_FACE");
142 glCullFace(GL_FRONT);
143 checkGLcall("glCullFace(GL_FRONT)");
145 case WINED3DCULL_CCW:
146 glEnable(GL_CULL_FACE);
147 checkGLcall("glEnable GL_CULL_FACE");
149 checkGLcall("glCullFace(GL_BACK)");
152 FIXME("Unrecognized/Unhandled WINED3DCULL value %#x.\n",
153 stateblock->state.render_states[WINED3DRS_CULLMODE]);
157 static void state_shademode(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
159 switch (stateblock->state.render_states[WINED3DRS_SHADEMODE])
161 case WINED3DSHADE_FLAT:
162 glShadeModel(GL_FLAT);
163 checkGLcall("glShadeModel(GL_FLAT)");
165 case WINED3DSHADE_GOURAUD:
166 glShadeModel(GL_SMOOTH);
167 checkGLcall("glShadeModel(GL_SMOOTH)");
169 case WINED3DSHADE_PHONG:
170 FIXME("WINED3DSHADE_PHONG isn't supported\n");
173 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n",
174 stateblock->state.render_states[WINED3DRS_SHADEMODE]);
178 static void state_ditherenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
180 if (stateblock->state.render_states[WINED3DRS_DITHERENABLE])
183 checkGLcall("glEnable GL_DITHER");
187 glDisable(GL_DITHER);
188 checkGLcall("glDisable GL_DITHER");
192 static void state_zwritenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
194 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
195 * If yes, this has to be merged with ZENABLE and ZFUNC. */
196 if (stateblock->state.render_states[WINED3DRS_ZWRITEENABLE])
199 checkGLcall("glDepthMask(1)");
204 checkGLcall("glDepthMask(0)");
208 static void state_zfunc(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
210 GLenum depth_func = CompareFunc(stateblock->state.render_states[WINED3DRS_ZFUNC]);
212 if (!depth_func) return;
214 if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL)
217 /* There are a few issues with this: First, our inability to
218 * select a proper Z depth, most of the time we're stuck with
219 * D24S8, even if the app selects D32 or D16. There seem to be
220 * some other precision problems which have to be debugged to
221 * make NOTEQUAL and EQUAL work properly. */
225 FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n");
229 glDepthFunc(depth_func);
230 checkGLcall("glDepthFunc");
233 static void state_ambient(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
236 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_AMBIENT], col);
238 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
239 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
240 checkGLcall("glLightModel for MODEL_AMBIENT");
243 static GLenum gl_blend_factor(WINED3DBLEND factor, const struct wined3d_format *dst_format)
247 case WINED3DBLEND_ZERO:
249 case WINED3DBLEND_ONE:
251 case WINED3DBLEND_SRCCOLOR:
253 case WINED3DBLEND_INVSRCCOLOR:
254 return GL_ONE_MINUS_SRC_COLOR;
255 case WINED3DBLEND_SRCALPHA:
257 case WINED3DBLEND_INVSRCALPHA:
258 return GL_ONE_MINUS_SRC_ALPHA;
259 case WINED3DBLEND_DESTCOLOR:
261 case WINED3DBLEND_INVDESTCOLOR:
262 return GL_ONE_MINUS_DST_COLOR;
263 /* To compensate for the lack of format switching with backbuffer
264 * offscreen rendering, and with onscreen rendering, we modify the
265 * alpha test parameters for (INV)DESTALPHA if the render target
266 * doesn't support alpha blending. A nonexistent alpha channel
267 * returns 1.0, so WINED3DBLEND_DESTALPHA becomes GL_ONE, and
268 * WINED3DBLEND_INVDESTALPHA becomes GL_ZERO. */
269 case WINED3DBLEND_DESTALPHA:
270 return dst_format->alpha_mask ? GL_DST_ALPHA : GL_ONE;
271 case WINED3DBLEND_INVDESTALPHA:
272 return dst_format->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
273 case WINED3DBLEND_SRCALPHASAT:
274 return GL_SRC_ALPHA_SATURATE;
275 case WINED3DBLEND_BLENDFACTOR:
276 return GL_CONSTANT_COLOR_EXT;
277 case WINED3DBLEND_INVBLENDFACTOR:
278 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
280 FIXME("Unhandled blend factor %#x.\n", factor);
285 static void state_blend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
287 struct wined3d_surface *target = stateblock->device->fb.render_targets[0];
288 const struct wined3d_gl_info *gl_info = context->gl_info;
289 GLenum srcBlend, dstBlend;
290 WINED3DBLEND d3d_blend;
292 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
293 * blending parameters to work. */
294 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE]
295 || stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
296 || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
298 /* Disable blending in all cases even without pixelshaders.
299 * With blending on we could face a big performance penalty.
300 * The d3d9 visual test confirms the behavior. */
301 if (context->render_offscreen
302 && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
305 checkGLcall("glDisable GL_BLEND");
309 checkGLcall("glEnable GL_BLEND");
313 checkGLcall("glDisable GL_BLEND");
314 /* Nothing more to do - get out */
318 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
319 * source blending values which are still valid up to d3d9. They should
320 * not occur as dest blend values. */
321 d3d_blend = stateblock->state.render_states[WINED3DRS_SRCBLEND];
322 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
324 srcBlend = GL_SRC_ALPHA;
325 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
327 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
329 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
330 dstBlend = GL_SRC_ALPHA;
334 srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
335 dstBlend = gl_blend_factor(stateblock->state.render_states[WINED3DRS_DESTBLEND],
336 target->resource.format);
339 if (stateblock->state.render_states[WINED3DRS_EDGEANTIALIAS]
340 || stateblock->state.render_states[WINED3DRS_ANTIALIASEDLINEENABLE])
342 glEnable(GL_LINE_SMOOTH);
343 checkGLcall("glEnable(GL_LINE_SMOOTH)");
344 if(srcBlend != GL_SRC_ALPHA) {
345 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
347 if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
348 WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
351 glDisable(GL_LINE_SMOOTH);
352 checkGLcall("glDisable(GL_LINE_SMOOTH)");
355 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
356 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
357 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
360 if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
362 GLenum srcBlendAlpha, dstBlendAlpha;
364 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
365 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
367 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
371 /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy
372 * source blending values which are still valid up to d3d9. They should
373 * not occur as dest blend values. */
374 d3d_blend = stateblock->state.render_states[WINED3DRS_SRCBLENDALPHA];
375 if (d3d_blend == WINED3DBLEND_BOTHSRCALPHA)
377 srcBlendAlpha = GL_SRC_ALPHA;
378 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
380 else if (d3d_blend == WINED3DBLEND_BOTHINVSRCALPHA)
382 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
383 dstBlendAlpha = GL_SRC_ALPHA;
387 srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
388 dstBlendAlpha = gl_blend_factor(stateblock->state.render_states[WINED3DRS_DESTBLENDALPHA],
389 target->resource.format);
392 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
393 checkGLcall("glBlendFuncSeparateEXT");
395 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
396 glBlendFunc(srcBlend, dstBlend);
397 checkGLcall("glBlendFunc");
400 /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
401 so it may need updating */
402 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE])
403 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
406 static void state_blendfactor_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
408 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
411 static void state_blendfactor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
413 const struct wined3d_gl_info *gl_info = context->gl_info;
416 TRACE("Setting blend factor to %#x.\n", stateblock->state.render_states[WINED3DRS_BLENDFACTOR]);
417 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_BLENDFACTOR], col);
418 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
419 checkGLcall("glBlendColor");
422 static void state_alpha(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
426 BOOL enable_ckey = FALSE;
428 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
430 /* Find out if the texture on the first stage has a ckey set
431 * The alpha state func reads the texture settings, even though alpha and texture are not grouped
432 * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
433 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
434 * in case it finds some texture+colorkeyenable combination which needs extra care.
436 if (stateblock->state.textures[0])
438 struct wined3d_texture *texture = stateblock->state.textures[0];
439 GLenum texture_dimensions = texture->target;
441 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
443 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
445 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
447 /* The surface conversion does not do color keying conversion for surfaces that have an alpha
448 * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
449 * surface has alpha bits */
450 if (!surf->resource.format->alpha_mask) enable_ckey = TRUE;
455 if (enable_ckey || context->last_was_ckey)
456 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
457 context->last_was_ckey = enable_ckey;
459 if (stateblock->state.render_states[WINED3DRS_ALPHATESTENABLE]
460 || (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey))
462 glEnable(GL_ALPHA_TEST);
463 checkGLcall("glEnable GL_ALPHA_TEST");
465 glDisable(GL_ALPHA_TEST);
466 checkGLcall("glDisable GL_ALPHA_TEST");
467 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
473 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && enable_ckey)
475 glParm = GL_NOTEQUAL;
478 ref = ((float)stateblock->state.render_states[WINED3DRS_ALPHAREF]) / 255.0f;
479 glParm = CompareFunc(stateblock->state.render_states[WINED3DRS_ALPHAFUNC]);
482 glAlphaFunc(glParm, ref);
483 checkGLcall("glAlphaFunc");
487 static void shaderconstant(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
489 const struct wined3d_state *state = &stateblock->state;
490 struct wined3d_device *device = stateblock->device;
492 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
493 * has an update pending
495 if(isStateDirty(context, STATE_VDECL) ||
496 isStateDirty(context, STATE_PIXELSHADER)) {
500 device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
503 static void state_clipping(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
505 const struct wined3d_state *state = &stateblock->state;
506 DWORD enable = 0xFFFFFFFF;
507 DWORD disable = 0x00000000;
511 const struct wined3d_device *device = stateblock->device;
513 if (!device->vs_clipping)
515 /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
516 * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
517 * conditions I got sick of tracking down. The shader state handler disables all clip planes because
518 * of that - don't do anything here and keep them disabled
520 if (state->render_states[WINED3DRS_CLIPPLANEENABLE])
522 static BOOL warned = FALSE;
524 FIXME("Clipping not supported with vertex shaders\n");
531 /* glEnable(GL_CLIP_PLANEx) doesn't apply to vertex shaders. The enabled / disabled planes are
532 * hardcoded into the shader. Update the shader to update the enabled clipplanes */
533 if (!isStateDirty(context, device->StateTable[STATE_VSHADER].representative))
535 device->shader_backend->shader_select(context, use_ps(state), TRUE);
536 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)) {
537 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
542 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
543 * of already set values
546 /* If enabling / disabling all
547 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
549 if (state->render_states[WINED3DRS_CLIPPING])
551 enable = state->render_states[WINED3DRS_CLIPPLANEENABLE];
552 disable = ~state->render_states[WINED3DRS_CLIPPLANEENABLE];
556 disable = 0xffffffff;
560 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
561 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
562 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
563 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
564 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
565 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
567 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
568 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
569 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
570 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
571 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
572 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
574 /** update clipping status */
577 stateblock->state.clip_status.ClipUnion = 0;
578 stateblock->state.clip_status.ClipIntersection = 0xFFFFFFFF;
582 stateblock->state.clip_status.ClipUnion = 0;
583 stateblock->state.clip_status.ClipIntersection = 0;
587 static void state_blendop_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
589 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
592 static GLenum gl_blend_op(WINED3DBLENDOP op)
596 case WINED3DBLENDOP_ADD:
597 return GL_FUNC_ADD_EXT;
598 case WINED3DBLENDOP_SUBTRACT:
599 return GL_FUNC_SUBTRACT_EXT;
600 case WINED3DBLENDOP_REVSUBTRACT:
601 return GL_FUNC_REVERSE_SUBTRACT_EXT;
602 case WINED3DBLENDOP_MIN:
604 case WINED3DBLENDOP_MAX:
607 FIXME("Unhandled blend op %#x.\n", op);
612 static void state_blendop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
614 const struct wined3d_gl_info *gl_info = context->gl_info;
615 int blendEquation = GL_FUNC_ADD_EXT;
616 int blendEquationAlpha = GL_FUNC_ADD_EXT;
618 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
619 if (stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]
620 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
622 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
626 blendEquation = gl_blend_op(stateblock->state.render_states[WINED3DRS_BLENDOP]);
627 blendEquationAlpha = gl_blend_op(stateblock->state.render_states[WINED3DRS_BLENDOPALPHA]);
629 if (stateblock->state.render_states[WINED3DRS_SEPARATEALPHABLENDENABLE])
631 TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
632 GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
633 checkGLcall("glBlendEquationSeparateEXT");
635 TRACE("glBlendEquation(%x)\n", blendEquation);
636 GL_EXTCALL(glBlendEquationEXT(blendEquation));
637 checkGLcall("glBlendEquation");
641 static void state_specularenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
643 const struct wined3d_gl_info *gl_info = context->gl_info;
644 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
645 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
646 * specular color. This is wrong:
647 * Separate specular color means the specular colour is maintained separately, whereas
648 * single color means it is merged in. However in both cases they are being used to
650 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
651 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
655 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
656 * Instead, we need to setup the FinalCombiner properly.
658 * The default setup for the FinalCombiner is:
660 * <variable> <input> <mapping> <usage>
661 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
662 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
663 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
664 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
665 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
666 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
667 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
669 * That's pretty much fine as it is, except for variable B, which needs to take
670 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
671 * whether WINED3DRS_SPECULARENABLE is enabled or not.
674 TRACE("Setting specular enable state and materials\n");
675 if (stateblock->state.render_states[WINED3DRS_SPECULARENABLE])
677 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&stateblock->state.material.Specular);
678 checkGLcall("glMaterialfv");
680 if (stateblock->state.material.Power > gl_info->limits.shininess)
682 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
683 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
684 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
685 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
686 * them, it should be safe to do so without major visual distortions.
688 WARN("Material power = %f, limit %f\n", stateblock->state.material.Power, gl_info->limits.shininess);
689 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
693 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->state.material.Power);
695 checkGLcall("glMaterialf(GL_SHININESS)");
697 if (gl_info->supported[EXT_SECONDARY_COLOR])
699 glEnable(GL_COLOR_SUM_EXT);
703 TRACE("Specular colors cannot be enabled in this version of opengl\n");
705 checkGLcall("glEnable(GL_COLOR_SUM)");
707 if (gl_info->supported[NV_REGISTER_COMBINERS])
709 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
710 checkGLcall("glFinalCombinerInputNV()");
713 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
715 /* for the case of enabled lighting: */
716 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
717 checkGLcall("glMaterialfv");
719 /* for the case of disabled lighting: */
720 if (gl_info->supported[EXT_SECONDARY_COLOR])
722 glDisable(GL_COLOR_SUM_EXT);
726 TRACE("Specular colors cannot be disabled in this version of opengl\n");
728 checkGLcall("glDisable(GL_COLOR_SUM)");
730 if (gl_info->supported[NV_REGISTER_COMBINERS])
732 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
733 checkGLcall("glFinalCombinerInputNV()");
737 TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
738 stateblock->state.material.Diffuse.r, stateblock->state.material.Diffuse.g,
739 stateblock->state.material.Diffuse.b, stateblock->state.material.Diffuse.a);
740 TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
741 stateblock->state.material.Ambient.r, stateblock->state.material.Ambient.g,
742 stateblock->state.material.Ambient.b, stateblock->state.material.Ambient.a);
743 TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
744 stateblock->state.material.Specular.r, stateblock->state.material.Specular.g,
745 stateblock->state.material.Specular.b, stateblock->state.material.Specular.a);
746 TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
747 stateblock->state.material.Emissive.r, stateblock->state.material.Emissive.g,
748 stateblock->state.material.Emissive.b, stateblock->state.material.Emissive.a);
750 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&stateblock->state.material.Ambient);
751 checkGLcall("glMaterialfv(GL_AMBIENT)");
752 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&stateblock->state.material.Diffuse);
753 checkGLcall("glMaterialfv(GL_DIFFUSE)");
754 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&stateblock->state.material.Emissive);
755 checkGLcall("glMaterialfv(GL_EMISSION)");
758 static void state_texfactor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
760 const struct wined3d_gl_info *gl_info = context->gl_info;
763 /* Note the texture color applies to all textures whereas
764 * GL_TEXTURE_ENV_COLOR applies to active only
767 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_TEXTUREFACTOR], col);
769 /* And now the default texture color as well */
770 for (i = 0; i < gl_info->limits.texture_stages; ++i)
772 /* Note the WINED3DRS value applies to all textures, but GL has one
773 * per texture, so apply it now ready to be used!
775 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
776 checkGLcall("glActiveTextureARB");
778 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
779 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
783 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
784 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
786 const struct wined3d_gl_info *gl_info = context->gl_info;
788 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
789 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
790 GL_EXTCALL(glActiveStencilFaceEXT(face));
791 checkGLcall("glActiveStencilFaceEXT(...)");
792 glStencilFunc(func, ref, mask);
793 checkGLcall("glStencilFunc(...)");
794 glStencilOp(stencilFail, depthFail, stencilPass);
795 checkGLcall("glStencilOp(...)");
798 static void state_stencil(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
800 const struct wined3d_gl_info *gl_info = context->gl_info;
801 DWORD onesided_enable = FALSE;
802 DWORD twosided_enable = FALSE;
803 GLint func = GL_ALWAYS;
804 GLint func_ccw = GL_ALWAYS;
807 GLint stencilFail = GL_KEEP;
808 GLint depthFail = GL_KEEP;
809 GLint stencilPass = GL_KEEP;
810 GLint stencilFail_ccw = GL_KEEP;
811 GLint depthFail_ccw = GL_KEEP;
812 GLint stencilPass_ccw = GL_KEEP;
814 /* No stencil test without a stencil buffer. */
815 if (!stateblock->device->fb.depth_stencil)
817 glDisable(GL_STENCIL_TEST);
818 checkGLcall("glDisable GL_STENCIL_TEST");
822 onesided_enable = stateblock->state.render_states[WINED3DRS_STENCILENABLE];
823 twosided_enable = stateblock->state.render_states[WINED3DRS_TWOSIDEDSTENCILMODE];
824 if (!(func = CompareFunc(stateblock->state.render_states[WINED3DRS_STENCILFUNC])))
826 if (!(func_ccw = CompareFunc(stateblock->state.render_states[WINED3DRS_CCW_STENCILFUNC])))
827 func_ccw = GL_ALWAYS;
828 ref = stateblock->state.render_states[WINED3DRS_STENCILREF];
829 mask = stateblock->state.render_states[WINED3DRS_STENCILMASK];
830 stencilFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILFAIL]);
831 depthFail = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILZFAIL]);
832 stencilPass = StencilOp(stateblock->state.render_states[WINED3DRS_STENCILPASS]);
833 stencilFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILFAIL]);
834 depthFail_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILZFAIL]);
835 stencilPass_ccw = StencilOp(stateblock->state.render_states[WINED3DRS_CCW_STENCILPASS]);
837 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
838 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
839 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
840 onesided_enable, twosided_enable, ref, mask,
841 func, stencilFail, depthFail, stencilPass,
842 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
844 if (twosided_enable && onesided_enable) {
845 glEnable(GL_STENCIL_TEST);
846 checkGLcall("glEnable GL_STENCIL_TEST");
848 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
850 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
851 * which has an effect on the code below too. If we apply the front face
852 * afterwards, we are sure that the active stencil face is set to front,
853 * and other stencil functions which do not use two sided stencil do not have
856 renderstate_stencil_twosided(context, GL_BACK,
857 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
858 renderstate_stencil_twosided(context, GL_FRONT,
859 func, ref, mask, stencilFail, depthFail, stencilPass);
861 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
863 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
864 checkGLcall("glStencilFuncSeparateATI(...)");
865 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
866 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
867 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
868 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
870 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
873 else if(onesided_enable)
875 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
877 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
878 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
881 /* This code disables the ATI extension as well, since the standard stencil functions are equal
882 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
884 glEnable(GL_STENCIL_TEST);
885 checkGLcall("glEnable GL_STENCIL_TEST");
886 glStencilFunc(func, ref, mask);
887 checkGLcall("glStencilFunc(...)");
888 glStencilOp(stencilFail, depthFail, stencilPass);
889 checkGLcall("glStencilOp(...)");
891 glDisable(GL_STENCIL_TEST);
892 checkGLcall("glDisable GL_STENCIL_TEST");
896 static void state_stencilwrite2s(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
898 DWORD mask = stateblock->device->fb.depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
899 const struct wined3d_gl_info *gl_info = context->gl_info;
901 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
902 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
904 checkGLcall("glStencilMask");
905 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
906 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
910 static void state_stencilwrite(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
912 DWORD mask = stateblock->device->fb.depth_stencil ? stateblock->state.render_states[WINED3DRS_STENCILWRITEMASK] : 0;
915 checkGLcall("glStencilMask");
918 static void state_fog_vertexpart(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
921 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
923 if (!stateblock->state.render_states[WINED3DRS_FOGENABLE]) return;
925 /* Table fog on: Never use fog coords, and use per-fragment fog */
926 if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE)
928 glHint(GL_FOG_HINT, GL_NICEST);
929 if(context->fog_coord) {
930 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
931 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
932 context->fog_coord = FALSE;
937 /* Otherwise use per-vertex fog in any case */
938 glHint(GL_FOG_HINT, GL_FASTEST);
940 if (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
942 /* No fog at all, or transformed vertices: Use fog coord */
943 if(!context->fog_coord) {
944 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
945 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
946 context->fog_coord = TRUE;
949 /* Otherwise, use the fragment depth */
950 if(context->fog_coord) {
951 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
952 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
953 context->fog_coord = FALSE;
958 void state_fogstartend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
960 float fogstart, fogend;
966 switch(context->fog_source) {
972 case FOGSOURCE_COORD:
978 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGSTART];
979 fogstart = tmpvalue.f;
980 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGEND];
982 /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
983 if(fogstart == fogend) {
984 fogstart = -1.0f / 0.0f;
990 /* This should not happen.context->fog_source is set in wined3d, not the app.
991 * Still this is needed to make the compiler happy
993 ERR("Unexpected fog coordinate source\n");
998 glFogf(GL_FOG_START, fogstart);
999 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1000 TRACE("Fog Start == %f\n", fogstart);
1002 glFogf(GL_FOG_END, fogend);
1003 checkGLcall("glFogf(GL_FOG_END, fogend)");
1004 TRACE("Fog End == %f\n", fogend);
1007 void state_fog_fragpart(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1009 const struct wined3d_state *state = &stateblock->state;
1010 enum fogsource new_source;
1012 TRACE("state_id %#x, stateblock %p, context %p\n", state_id, stateblock, context);
1014 if (!state->render_states[WINED3DRS_FOGENABLE])
1016 /* No fog? Disable it, and we're done :-) */
1017 glDisableWINE(GL_FOG);
1018 checkGLcall("glDisable GL_FOG");
1024 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1025 * It can use the Z value of the vertex, or the alpha component of the specular color.
1026 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1027 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1028 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1030 * FOGTABLEMODE != NONE:
1031 * The Z value is used, with the equation specified, no matter what vertex type.
1033 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1034 * Per vertex fog is calculated using the specified fog equation and the parameters
1036 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1037 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1038 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1041 * Rules for vertex fog with shaders:
1043 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1044 * the fog computation to happen during transformation while openGL expects it to happen
1045 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1046 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1047 * To solve this problem, WineD3D does:
1048 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1050 * and 2) disables the fog computation (in either the fixed function or programmable
1051 * rasterizer) if using a vertex program.
1053 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1054 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1055 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1056 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1057 * There are some GL differences between specular fog coords and vertex shaders though.
1059 * With table fog the vertex shader fog coordinate is ignored.
1061 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1065 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1066 * the system will apply only pixel(=table) fog effects."
1068 if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
1072 glFogi(GL_FOG_MODE, GL_LINEAR);
1073 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1074 new_source = FOGSOURCE_VS;
1078 switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
1080 /* If processed vertices are used, fall through to the NONE case */
1081 case WINED3DFOG_EXP:
1082 if(!context->last_was_rhw) {
1083 glFogi(GL_FOG_MODE, GL_EXP);
1084 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1085 new_source = FOGSOURCE_FFP;
1090 case WINED3DFOG_EXP2:
1091 if(!context->last_was_rhw) {
1092 glFogi(GL_FOG_MODE, GL_EXP2);
1093 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1094 new_source = FOGSOURCE_FFP;
1099 case WINED3DFOG_LINEAR:
1100 if(!context->last_was_rhw) {
1101 glFogi(GL_FOG_MODE, GL_LINEAR);
1102 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1103 new_source = FOGSOURCE_FFP;
1108 case WINED3DFOG_NONE:
1109 /* Both are none? According to msdn the alpha channel of the specular
1110 * color contains a fog factor. Set it in drawStridedSlow.
1111 * Same happens with Vertexfog on transformed vertices
1113 new_source = FOGSOURCE_COORD;
1114 glFogi(GL_FOG_MODE, GL_LINEAR);
1115 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1119 FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %#x.\n",
1120 state->render_states[WINED3DRS_FOGVERTEXMODE]);
1121 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1125 new_source = FOGSOURCE_FFP;
1127 switch (state->render_states[WINED3DRS_FOGTABLEMODE])
1129 case WINED3DFOG_EXP:
1130 glFogi(GL_FOG_MODE, GL_EXP);
1131 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1134 case WINED3DFOG_EXP2:
1135 glFogi(GL_FOG_MODE, GL_EXP2);
1136 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1139 case WINED3DFOG_LINEAR:
1140 glFogi(GL_FOG_MODE, GL_LINEAR);
1141 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1144 case WINED3DFOG_NONE: /* Won't happen */
1146 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %#x.\n",
1147 state->render_states[WINED3DRS_FOGTABLEMODE]);
1151 glEnableWINE(GL_FOG);
1152 checkGLcall("glEnable GL_FOG");
1153 if(new_source != context->fog_source) {
1154 context->fog_source = new_source;
1155 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
1159 static void state_rangefog_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1161 if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1162 WARN("Range fog enabled, but not supported by this opengl implementation\n");
1165 static void state_rangefog(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1167 if (stateblock->state.render_states[WINED3DRS_RANGEFOGENABLE])
1169 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1170 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1172 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1173 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1177 void state_fogcolor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1180 D3DCOLORTOGLFLOAT4(stateblock->state.render_states[WINED3DRS_FOGCOLOR], col);
1181 glFogfv(GL_FOG_COLOR, &col[0]);
1182 checkGLcall("glFog GL_FOG_COLOR");
1185 void state_fogdensity(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1191 tmpvalue.d = stateblock->state.render_states[WINED3DRS_FOGDENSITY];
1192 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1193 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1196 static void state_colormat(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1198 const struct wined3d_state *state = &stateblock->state;
1199 struct wined3d_device *device = stateblock->device;
1202 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1203 * The vertex declaration will call this function if the fixed function pipeline is used.
1206 if(isStateDirty(context, STATE_VDECL)) {
1210 context->num_untracked_materials = 0;
1211 if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE))
1212 && state->render_states[WINED3DRS_COLORVERTEX])
1214 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1215 state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE],
1216 state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE],
1217 state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE],
1218 state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]);
1220 if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1222 if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1223 Parm = GL_AMBIENT_AND_DIFFUSE;
1226 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1228 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1229 context->num_untracked_materials++;
1231 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1233 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1234 context->num_untracked_materials++;
1237 else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1)
1240 if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1242 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1243 context->num_untracked_materials++;
1245 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1247 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1248 context->num_untracked_materials++;
1251 else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1)
1254 if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1256 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1257 context->num_untracked_materials++;
1260 else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1)
1266 /* Nothing changed, return. */
1267 if (Parm == context->tracking_parm) return;
1270 glDisable(GL_COLOR_MATERIAL);
1271 checkGLcall("glDisable GL_COLOR_MATERIAL");
1273 glColorMaterial(GL_FRONT_AND_BACK, Parm);
1274 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1275 glEnable(GL_COLOR_MATERIAL);
1276 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1279 /* Apparently calls to glMaterialfv are ignored for properties we're
1280 * tracking with glColorMaterial, so apply those here. */
1281 switch (context->tracking_parm) {
1282 case GL_AMBIENT_AND_DIFFUSE:
1283 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1284 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1285 checkGLcall("glMaterialfv");
1289 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
1290 checkGLcall("glMaterialfv");
1294 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
1295 checkGLcall("glMaterialfv");
1299 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
1300 checkGLcall("glMaterialfv");
1304 /* Only change material color if specular is enabled, otherwise it is set to black */
1305 if (state->render_states[WINED3DRS_SPECULARENABLE])
1307 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
1308 checkGLcall("glMaterialfv");
1310 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1311 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1312 checkGLcall("glMaterialfv");
1317 context->tracking_parm = Parm;
1320 static void state_linepattern(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1324 WINED3DLINEPATTERN lp;
1326 tmppattern.d = stateblock->state.render_states[WINED3DRS_LINEPATTERN];
1328 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1330 if (tmppattern.lp.wRepeatFactor) {
1331 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
1332 checkGLcall("glLineStipple(repeat, linepattern)");
1333 glEnable(GL_LINE_STIPPLE);
1334 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1336 glDisable(GL_LINE_STIPPLE);
1337 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1341 static void state_normalize(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1343 if(isStateDirty(context, STATE_VDECL)) {
1346 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1347 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1348 * by zero and is not properly defined in opengl, so avoid it
1350 if (stateblock->state.render_states[WINED3DRS_NORMALIZENORMALS]
1351 && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
1353 glEnable(GL_NORMALIZE);
1354 checkGLcall("glEnable(GL_NORMALIZE);");
1356 glDisable(GL_NORMALIZE);
1357 checkGLcall("glDisable(GL_NORMALIZE);");
1361 static void state_psizemin_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1368 tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1369 if (tmpvalue.f != 1.0f)
1371 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1373 tmpvalue.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1374 if (tmpvalue.f != 64.0f)
1376 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1381 static void state_psizemin_ext(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1383 const struct wined3d_gl_info *gl_info = context->gl_info;
1390 min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1391 max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1393 /* Max point size trumps min point size */
1398 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1399 checkGLcall("glPointParameterfEXT(...)");
1400 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1401 checkGLcall("glPointParameterfEXT(...)");
1404 static void state_psizemin_arb(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1406 const struct wined3d_gl_info *gl_info = context->gl_info;
1413 min.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MIN];
1414 max.d = stateblock->state.render_states[WINED3DRS_POINTSIZE_MAX];
1416 /* Max point size trumps min point size */
1421 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1422 checkGLcall("glPointParameterfARB(...)");
1423 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1424 checkGLcall("glPointParameterfARB(...)");
1427 static void state_pscale(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1429 const struct wined3d_gl_info *gl_info = context->gl_info;
1430 /* TODO: Group this with the viewport */
1432 * POINTSCALEENABLE controls how point size value is treated. If set to
1433 * true, the point size is scaled with respect to height of viewport.
1434 * When set to false point size is in pixels.
1437 /* Default values */
1438 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1442 } pointSize, A, B, C;
1444 pointSize.d = stateblock->state.render_states[WINED3DRS_POINTSIZE];
1445 A.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_A];
1446 B.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_B];
1447 C.d = stateblock->state.render_states[WINED3DRS_POINTSCALE_C];
1449 if (stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1451 GLfloat scaleFactor;
1452 DWORD h = stateblock->state.viewport.Height;
1454 if (pointSize.f < gl_info->limits.pointsize_min)
1456 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1457 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1458 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1459 * are less than 1.0f. scale_factor = 1.0f / point_size.
1461 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1462 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1463 * is 1.0, but then accepts points below that and draws too small points
1465 pointSize.f = gl_info->limits.pointsize_min;
1467 else if(pointSize.f > gl_info->limits.pointsize_max)
1469 /* gl already scales the input to glPointSize,
1470 * d3d scales the result after the point size scale.
1471 * If the point size is bigger than the max size, use the
1472 * scaling to scale it bigger, and set the gl point size to max
1474 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1475 TRACE("scale: %f\n", scaleFactor);
1476 pointSize.f = gl_info->limits.pointsize_max;
1480 scaleFactor = powf(h * scaleFactor, 2);
1482 att[0] = A.f / scaleFactor;
1483 att[1] = B.f / scaleFactor;
1484 att[2] = C.f / scaleFactor;
1487 if (gl_info->supported[ARB_POINT_PARAMETERS])
1489 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1490 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1492 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1494 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1495 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1497 else if(stateblock->state.render_states[WINED3DRS_POINTSCALEENABLE])
1499 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1502 glPointSize(pointSize.f);
1503 checkGLcall("glPointSize(...);");
1506 static void state_debug_monitor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1508 WARN("token: %#x\n", stateblock->state.render_states[WINED3DRS_DEBUGMONITORTOKEN]);
1511 static void state_colorwrite(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1513 DWORD mask0 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE];
1514 DWORD mask1 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1];
1515 DWORD mask2 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2];
1516 DWORD mask3 = stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3];
1518 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1519 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1520 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1521 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1522 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1523 glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1524 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1525 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1526 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1527 checkGLcall("glColorMask(...)");
1529 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1530 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1532 FIXME("WINED3DRS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1533 mask0, mask1, mask2, mask3);
1534 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1538 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1540 GL_EXTCALL(glColorMaskIndexedEXT(index,
1541 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1542 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1543 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1544 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1547 static void state_colorwrite0(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1549 set_color_mask(context->gl_info, 0, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE]);
1552 static void state_colorwrite1(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1554 set_color_mask(context->gl_info, 1, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE1]);
1557 static void state_colorwrite2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1559 set_color_mask(context->gl_info, 2, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE2]);
1562 static void state_colorwrite3(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1564 set_color_mask(context->gl_info, 3, stateblock->state.render_states[WINED3DRS_COLORWRITEENABLE3]);
1567 static void state_localviewer(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1569 if (stateblock->state.render_states[WINED3DRS_LOCALVIEWER])
1571 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1572 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1574 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1575 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1579 static void state_lastpixel(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1581 if (stateblock->state.render_states[WINED3DRS_LASTPIXEL])
1583 TRACE("Last Pixel Drawing Enabled\n");
1587 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1590 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1595 static void state_pointsprite_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1599 /* TODO: NV_POINT_SPRITE */
1600 if (!warned && stateblock->state.render_states[WINED3DRS_POINTSPRITEENABLE])
1602 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1603 FIXME("Point sprites not supported\n");
1608 static void state_pointsprite(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1610 const struct wined3d_gl_info *gl_info = context->gl_info;
1611 const struct wined3d_state *state = &stateblock->state;
1613 if (state->render_states[WINED3DRS_POINTSPRITEENABLE])
1617 if (gl_info->limits.point_sprite_units < gl_info->limits.textures && !warned)
1619 if (use_ps(state) || state->lowest_disabled_stage > gl_info->limits.point_sprite_units)
1621 FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
1626 glEnable(GL_POINT_SPRITE_ARB);
1627 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1629 glDisable(GL_POINT_SPRITE_ARB);
1630 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1634 static void state_wrap(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1637 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
1638 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
1639 Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
1640 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
1642 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
1644 if (stateblock->state.render_states[WINED3DRS_WRAP0]
1645 || stateblock->state.render_states[WINED3DRS_WRAP1]
1646 || stateblock->state.render_states[WINED3DRS_WRAP2]
1647 || stateblock->state.render_states[WINED3DRS_WRAP3]
1648 || stateblock->state.render_states[WINED3DRS_WRAP4]
1649 || stateblock->state.render_states[WINED3DRS_WRAP5]
1650 || stateblock->state.render_states[WINED3DRS_WRAP6]
1651 || stateblock->state.render_states[WINED3DRS_WRAP7]
1652 || stateblock->state.render_states[WINED3DRS_WRAP8]
1653 || stateblock->state.render_states[WINED3DRS_WRAP9]
1654 || stateblock->state.render_states[WINED3DRS_WRAP10]
1655 || stateblock->state.render_states[WINED3DRS_WRAP11]
1656 || stateblock->state.render_states[WINED3DRS_WRAP12]
1657 || stateblock->state.render_states[WINED3DRS_WRAP13]
1658 || stateblock->state.render_states[WINED3DRS_WRAP14]
1659 || stateblock->state.render_states[WINED3DRS_WRAP15])
1661 FIXME("(WINED3DRS_WRAP0) Texture wrapping not yet supported.\n");
1665 static void state_msaa_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1667 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1668 WARN("Multisample antialiasing not supported by gl\n");
1671 static void state_msaa(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1673 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEANTIALIAS])
1675 glEnable(GL_MULTISAMPLE_ARB);
1676 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1678 glDisable(GL_MULTISAMPLE_ARB);
1679 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1683 static void state_scissor(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1685 if (stateblock->state.render_states[WINED3DRS_SCISSORTESTENABLE])
1687 glEnable(GL_SCISSOR_TEST);
1688 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1690 glDisable(GL_SCISSOR_TEST);
1691 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1695 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1696 * OpenGL the bias is specified in units of "the smallest value that is
1697 * guaranteed to produce a resolvable offset for a given implementation". To
1698 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1699 * There's no practical way to retrieve that value from a given GL
1700 * implementation, but the D3D application has essentially the same problem,
1701 * which makes a guess of the depth buffer format's highest possible value a
1702 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1703 * depth slope, and doesn't need to be scaled. */
1704 static void state_depthbias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1706 if (stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
1707 || stateblock->state.render_states[WINED3DRS_DEPTHBIAS])
1709 struct wined3d_surface *depth = stateblock->device->fb.depth_stencil;
1716 } scale_bias, const_bias;
1718 scale_bias.d = stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS];
1719 const_bias.d = stateblock->state.render_states[WINED3DRS_DEPTHBIAS];
1721 glEnable(GL_POLYGON_OFFSET_FILL);
1722 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1726 const struct wined3d_format *fmt = depth->resource.format;
1727 scale = powf(2, fmt->depth_size) - 1;
1728 TRACE("Depth format %s, using depthbias scale of %f\n",
1729 debug_d3dformat(fmt->id), scale);
1733 /* The context manager will reapply this state on a depth stencil change */
1734 TRACE("No depth stencil, using depthbias scale of 0.0\n");
1738 glPolygonOffset(scale_bias.f, const_bias.f * scale);
1739 checkGLcall("glPolygonOffset(...)");
1741 glDisable(GL_POLYGON_OFFSET_FILL);
1742 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1746 static void state_zvisible(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1748 if (stateblock->state.render_states[WINED3DRS_ZVISIBLE])
1749 FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
1752 static void state_perspective(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1754 if (stateblock->state.render_states[WINED3DRS_TEXTUREPERSPECTIVE])
1756 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1757 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1759 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1760 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1764 static void state_stippledalpha(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1766 if (stateblock->state.render_states[WINED3DRS_STIPPLEDALPHA])
1767 FIXME(" Stippled Alpha not supported yet.\n");
1770 static void state_antialias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1772 if (stateblock->state.render_states[WINED3DRS_ANTIALIAS])
1773 FIXME("Antialias not supported yet.\n");
1776 static void state_multisampmask(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1778 if (stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK] != 0xffffffff)
1779 FIXME("WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.\n",
1780 stateblock->state.render_states[WINED3DRS_MULTISAMPLEMASK]);
1783 static void state_patchedgestyle(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1785 if (stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
1786 FIXME("WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.\n",
1787 stateblock->state.render_states[WINED3DRS_PATCHEDGESTYLE]);
1790 static void state_patchsegments(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1798 if (stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
1800 static BOOL displayed = FALSE;
1802 tmpvalue.d = stateblock->state.render_states[WINED3DRS_PATCHSEGMENTS];
1804 FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1810 static void state_positiondegree(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1812 if (stateblock->state.render_states[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
1813 FIXME("WINED3DRS_POSITIONDEGREE %#x not yet implemented.\n",
1814 stateblock->state.render_states[WINED3DRS_POSITIONDEGREE]);
1817 static void state_normaldegree(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1819 if (stateblock->state.render_states[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
1820 FIXME("WINED3DRS_NORMALDEGREE %#x not yet implemented.\n",
1821 stateblock->state.render_states[WINED3DRS_NORMALDEGREE]);
1824 static void state_tessellation(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1826 if (stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION])
1827 FIXME("WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1828 stateblock->state.render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
1831 static void state_nvdb(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1838 const struct wined3d_gl_info *gl_info = context->gl_info;
1840 if (stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1842 zmin.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_Z];
1843 zmax.d = stateblock->state.render_states[WINED3DRS_ADAPTIVETESS_W];
1845 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1846 * In d3d9 test is not performed in this case*/
1847 if (zmin.f <= zmax.f)
1849 glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1850 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1851 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1852 checkGLcall("glDepthBoundsEXT(...)");
1855 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1856 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1860 glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1861 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1864 state_tessellation(state, stateblock, context);
1867 static void state_wrapu(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1869 if (stateblock->state.render_states[WINED3DRS_WRAPU])
1870 FIXME("Render state WINED3DRS_WRAPU not implemented yet.\n");
1873 static void state_wrapv(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1875 if (stateblock->state.render_states[WINED3DRS_WRAPV])
1876 FIXME("Render state WINED3DRS_WRAPV not implemented yet.\n");
1879 static void state_monoenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1881 if (stateblock->state.render_states[WINED3DRS_MONOENABLE])
1882 FIXME("Render state WINED3DRS_MONOENABLE not implemented yet.\n");
1885 static void state_rop2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1887 if (stateblock->state.render_states[WINED3DRS_ROP2])
1888 FIXME("Render state WINED3DRS_ROP2 not implemented yet.\n");
1891 static void state_planemask(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1893 if (stateblock->state.render_states[WINED3DRS_PLANEMASK])
1894 FIXME("Render state WINED3DRS_PLANEMASK not implemented yet.\n");
1897 static void state_subpixel(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1899 if (stateblock->state.render_states[WINED3DRS_SUBPIXEL])
1900 FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet.\n");
1903 static void state_subpixelx(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1905 if (stateblock->state.render_states[WINED3DRS_SUBPIXELX])
1906 FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet.\n");
1909 static void state_stippleenable(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1911 if (stateblock->state.render_states[WINED3DRS_STIPPLEENABLE])
1912 FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet.\n");
1915 static void state_mipmaplodbias(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1917 if (stateblock->state.render_states[WINED3DRS_MIPMAPLODBIAS])
1918 FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.\n");
1921 static void state_anisotropy(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1923 if (stateblock->state.render_states[WINED3DRS_ANISOTROPY])
1924 FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet.\n");
1927 static void state_flushbatch(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1929 if (stateblock->state.render_states[WINED3DRS_FLUSHBATCH])
1930 FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet.\n");
1933 static void state_translucentsi(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1935 if (stateblock->state.render_states[WINED3DRS_TRANSLUCENTSORTINDEPENDENT])
1936 FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1939 static void state_extents(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1941 if (stateblock->state.render_states[WINED3DRS_EXTENTS])
1942 FIXME("Render state WINED3DRS_EXTENTS not implemented yet.\n");
1945 static void state_ckeyblend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1947 if (stateblock->state.render_states[WINED3DRS_COLORKEYBLENDENABLE])
1948 FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.\n");
1951 static void state_swvp(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
1953 if (stateblock->state.render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING])
1954 FIXME("Software vertex processing not implemented.\n");
1957 /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
1958 #if defined (GL_VERSION_1_3)
1959 # define useext(A) A
1960 #elif defined (GL_EXT_texture_env_combine)
1961 # define useext(A) A##_EXT
1962 #elif defined (GL_ARB_texture_env_combine)
1963 # define useext(A) A##_ARB
1966 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1967 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1968 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1969 * flag specifies the complement of the input should be used. */
1970 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1971 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1973 /* Calculate the operand */
1975 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1976 else *operand = GL_ONE_MINUS_SRC_COLOR;
1978 if (from_alpha) *operand = GL_SRC_ALPHA;
1979 else *operand = GL_SRC_COLOR;
1982 /* Calculate the source */
1983 switch (arg & WINED3DTA_SELECTMASK) {
1984 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1985 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1986 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1987 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1988 case WINED3DTA_SPECULAR:
1990 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1991 * 'Secondary color' and isn't supported until base GL supports it
1992 * There is no concept of temp registers as far as I can tell
1994 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1995 *source = GL_TEXTURE;
1998 FIXME("Unrecognized texture arg %#x\n", arg);
1999 *source = GL_TEXTURE;
2004 /* Setup the texture operations texture stage states */
2005 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2006 BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
2008 GLenum src1, src2, src3;
2009 GLenum opr1, opr2, opr3;
2011 GLenum src0_target, src1_target, src2_target;
2012 GLenum opr0_target, opr1_target, opr2_target;
2014 GLenum opr=0, invopr, src3_target, opr3_target;
2015 BOOL Handled = FALSE;
2017 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2019 /* This is called by a state handler which has the gl lock held and a context for the thread */
2021 /* Note: Operations usually involve two ars, src0 and src1 and are operations of
2022 the form (a1 <operation> a2). However, some of the more complex operations
2023 take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
2024 in a third parameter called a0. Therefore these are operations of the form
2025 a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
2027 However, below we treat the new (a0) parameter as src2/opr2, so in the actual
2028 functions below, expect their syntax to differ slightly to those listed in the
2029 manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
2030 This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2033 comb_target = useext(GL_COMBINE_ALPHA);
2034 src0_target = useext(GL_SOURCE0_ALPHA);
2035 src1_target = useext(GL_SOURCE1_ALPHA);
2036 src2_target = useext(GL_SOURCE2_ALPHA);
2037 opr0_target = useext(GL_OPERAND0_ALPHA);
2038 opr1_target = useext(GL_OPERAND1_ALPHA);
2039 opr2_target = useext(GL_OPERAND2_ALPHA);
2040 scal_target = GL_ALPHA_SCALE;
2043 comb_target = useext(GL_COMBINE_RGB);
2044 src0_target = useext(GL_SOURCE0_RGB);
2045 src1_target = useext(GL_SOURCE1_RGB);
2046 src2_target = useext(GL_SOURCE2_RGB);
2047 opr0_target = useext(GL_OPERAND0_RGB);
2048 opr1_target = useext(GL_OPERAND1_RGB);
2049 opr2_target = useext(GL_OPERAND2_RGB);
2050 scal_target = useext(GL_RGB_SCALE);
2053 /* If a texture stage references an invalid texture unit the stage just
2054 * passes through the result from the previous stage */
2055 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2057 arg1 = WINED3DTA_CURRENT;
2058 op = WINED3DTOP_SELECTARG1;
2061 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2063 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2065 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2067 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2068 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2070 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2072 Handled = TRUE; /* Assume will be handled */
2074 /* Other texture operations require special extensions: */
2075 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2079 invopr = GL_ONE_MINUS_SRC_ALPHA;
2080 src3_target = GL_SOURCE3_ALPHA_NV;
2081 opr3_target = GL_OPERAND3_ALPHA_NV;
2084 invopr = GL_ONE_MINUS_SRC_COLOR;
2085 src3_target = GL_SOURCE3_RGB_NV;
2086 opr3_target = GL_OPERAND3_RGB_NV;
2089 case WINED3DTOP_DISABLE: /* Only for alpha */
2090 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2091 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2092 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2093 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2094 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2095 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2096 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2097 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2098 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2099 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2100 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2101 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2102 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2103 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2104 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2105 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2106 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2107 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2109 case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
2110 case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
2111 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2112 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2113 if (op == WINED3DTOP_SELECTARG1) {
2114 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2115 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2116 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2117 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2119 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2120 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2121 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2122 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2124 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2125 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2126 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2127 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2128 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2129 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2130 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2131 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2132 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2133 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2134 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2135 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2138 case WINED3DTOP_MODULATE:
2139 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2140 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2141 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2142 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2143 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2144 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2145 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2146 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2147 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2148 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2149 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2150 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2151 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2152 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2153 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2154 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2155 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2156 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2157 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2158 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2160 case WINED3DTOP_MODULATE2X:
2161 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2162 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2163 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2164 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2165 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2166 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2167 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2168 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2169 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2170 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2171 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2172 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2173 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2174 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2175 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2176 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2177 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2178 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2179 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2180 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2182 case WINED3DTOP_MODULATE4X:
2183 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2184 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2185 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2186 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2187 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2188 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2189 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2190 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2191 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2192 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2193 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2194 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2195 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2196 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2197 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2198 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2199 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2200 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2201 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2202 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2205 case WINED3DTOP_ADD:
2206 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2207 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2208 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2209 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2210 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2211 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2212 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2213 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2214 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2215 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2216 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2217 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2218 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2219 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2220 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2221 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2222 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2223 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2224 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2225 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2228 case WINED3DTOP_ADDSIGNED:
2229 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2230 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
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, GL_ZERO);
2236 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
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, GL_ZERO);
2244 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2245 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2246 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2247 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2248 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2251 case WINED3DTOP_ADDSIGNED2X:
2252 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2253 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2254 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2255 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2256 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2257 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2258 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2259 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2260 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2261 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2262 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2263 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2264 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2265 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2266 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2267 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2268 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2269 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2270 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2271 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2274 case WINED3DTOP_ADDSMOOTH:
2275 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2276 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2277 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2278 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2279 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2280 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2281 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2282 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2283 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2284 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2285 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2286 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2287 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2288 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2289 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2290 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2292 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2293 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2294 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2295 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2297 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2298 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2299 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2300 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2303 case WINED3DTOP_BLENDDIFFUSEALPHA:
2304 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2305 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2306 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2307 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2308 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2309 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2310 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
2311 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
2312 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2313 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2314 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2315 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2316 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2317 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2318 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
2319 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
2320 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2321 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2322 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2323 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2325 case WINED3DTOP_BLENDTEXTUREALPHA:
2326 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2327 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2328 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2329 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2330 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2331 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2332 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2333 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2334 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2335 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2336 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2337 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2338 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2339 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2340 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2341 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2342 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2343 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2344 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2345 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2347 case WINED3DTOP_BLENDFACTORALPHA:
2348 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2349 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2350 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2351 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2352 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2353 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2354 glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
2355 checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
2356 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2357 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2358 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2359 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2360 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2361 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2362 glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
2363 checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
2364 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2365 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2366 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2367 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2369 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2370 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2371 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2372 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2373 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2374 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2375 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2376 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2377 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2378 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2379 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2380 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2381 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2382 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2383 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2384 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2385 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2386 glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2387 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2388 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2389 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2391 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2392 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2393 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2394 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2395 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2396 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2397 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2398 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2399 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2400 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2401 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2402 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2403 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2404 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2405 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2406 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2407 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2409 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2410 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2412 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2413 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2414 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2415 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2417 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2418 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2419 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2420 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2421 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2422 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2423 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2424 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2425 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2426 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2427 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2428 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2429 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2431 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2432 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2434 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2435 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2436 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2437 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2438 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2439 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2440 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2441 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2443 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2444 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2445 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2446 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2447 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2448 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2449 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2450 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2451 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2452 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2453 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2454 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2455 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2456 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2457 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2458 glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2459 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2461 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2462 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2463 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2464 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2466 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2467 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2468 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2469 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2471 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2472 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2473 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2474 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2475 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2477 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2478 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2479 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2480 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2482 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2483 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2484 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2485 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2486 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2487 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2488 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2489 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2491 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2492 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2494 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2495 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2496 glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2497 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2498 glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2499 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2500 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2501 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2503 case WINED3DTOP_MULTIPLYADD:
2504 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2505 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2506 glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2507 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2508 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2509 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2510 glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2511 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2512 glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2513 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2514 glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2515 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2516 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2517 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2518 glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2519 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2520 glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2521 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2522 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2523 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2526 case WINED3DTOP_BUMPENVMAP:
2530 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2531 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2537 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2538 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2542 } /* GL_NV_texture_env_combine4 */
2544 Handled = TRUE; /* Again, assume handled */
2546 case WINED3DTOP_DISABLE: /* Only for alpha */
2547 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2548 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2549 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2550 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2551 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2552 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2553 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2554 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2556 case WINED3DTOP_SELECTARG1:
2557 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2558 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2559 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2560 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2561 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2562 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2563 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2564 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2566 case WINED3DTOP_SELECTARG2:
2567 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2568 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2569 glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2570 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2571 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2572 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2573 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2574 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2576 case WINED3DTOP_MODULATE:
2577 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2578 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2579 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2580 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2581 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2582 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2583 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2584 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2585 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2586 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2587 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2588 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2590 case WINED3DTOP_MODULATE2X:
2591 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2592 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2593 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2594 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2595 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2596 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2597 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2598 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2599 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2600 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2601 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2602 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2604 case WINED3DTOP_MODULATE4X:
2605 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2606 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2607 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2608 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2609 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2610 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2611 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2612 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2613 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2614 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2615 glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2616 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2618 case WINED3DTOP_ADD:
2619 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2620 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2621 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2622 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2623 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2624 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2625 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2626 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2627 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2628 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2629 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2630 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2632 case WINED3DTOP_ADDSIGNED:
2633 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2634 checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
2635 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2636 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2637 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2638 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2639 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2640 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2641 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2642 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2643 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2644 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2646 case WINED3DTOP_ADDSIGNED2X:
2647 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
2648 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
2649 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2650 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2651 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2652 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2653 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2654 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2655 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2656 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2657 glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2658 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2660 case WINED3DTOP_SUBTRACT:
2661 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2663 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2664 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
2665 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2666 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2667 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2668 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2669 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2670 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2671 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2672 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2673 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2674 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2676 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2680 case WINED3DTOP_BLENDDIFFUSEALPHA:
2681 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2682 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2683 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2684 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2685 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2686 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2687 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2688 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2689 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2690 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2691 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
2692 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2693 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2694 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2695 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2696 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2698 case WINED3DTOP_BLENDTEXTUREALPHA:
2699 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2700 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2701 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2702 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2703 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2704 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2705 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2706 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2707 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2708 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2709 glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2710 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2711 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2712 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2713 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2714 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2716 case WINED3DTOP_BLENDFACTORALPHA:
2717 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2718 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2719 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2720 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2721 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2722 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2723 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2724 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2725 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2726 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2727 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
2728 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2729 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2730 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2731 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2732 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2734 case WINED3DTOP_BLENDCURRENTALPHA:
2735 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2736 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2737 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2738 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2739 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2740 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2741 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2742 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2743 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2744 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2745 glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
2746 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2747 glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2748 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2749 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2750 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2752 case WINED3DTOP_DOTPRODUCT3:
2753 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2755 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2756 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2758 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2760 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2761 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2763 FIXME("This version of opengl does not support GL_DOT3\n");
2765 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2766 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2767 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2768 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2769 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2770 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2771 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2772 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2773 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2774 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2776 case WINED3DTOP_LERP:
2777 glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
2778 checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
2779 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2780 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2781 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2782 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2783 glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2784 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2785 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2786 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2787 glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2788 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2789 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2790 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2791 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2792 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2794 case WINED3DTOP_ADDSMOOTH:
2795 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2797 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2798 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2799 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2800 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2802 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2803 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2804 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2805 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2807 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2808 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2809 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2810 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2811 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2812 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2813 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2814 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2815 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2816 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2817 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2818 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2822 case WINED3DTOP_BLENDTEXTUREALPHAPM:
2823 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2825 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2826 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2827 glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2828 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2829 glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2830 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2831 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2832 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2833 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2834 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2835 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2836 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2837 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2838 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2839 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2840 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2844 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
2845 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2847 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2848 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2849 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2850 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2852 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2853 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2854 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2855 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2857 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2858 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2859 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2860 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2861 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2862 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2863 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2864 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2865 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2866 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2867 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2868 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2872 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
2873 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2875 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2876 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2877 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2878 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2879 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2880 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2881 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2882 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2884 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2885 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2886 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2887 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2889 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2890 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2891 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2892 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2893 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2894 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2895 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2896 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2900 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
2901 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2903 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2904 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2905 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2906 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2908 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2909 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2910 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2911 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2913 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2914 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2915 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2916 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2917 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2918 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2919 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2920 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2921 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2922 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2923 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2924 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2928 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
2929 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2931 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2932 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2933 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2934 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2936 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2937 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2938 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2939 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2941 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2942 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2943 glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2944 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2946 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2947 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2948 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2949 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2951 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2952 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2953 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2954 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2955 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2956 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2957 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2958 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2962 case WINED3DTOP_MULTIPLYADD:
2963 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2965 glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2966 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2967 glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2968 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2969 glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2970 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2971 glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2972 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2973 glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2974 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2975 glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2976 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2977 glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2978 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2979 glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2980 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2984 case WINED3DTOP_BUMPENVMAPLUMINANCE:
2985 case WINED3DTOP_BUMPENVMAP:
2986 if (gl_info->supported[NV_TEXTURE_SHADER2])
2988 /* Technically texture shader support without register combiners is possible, but not expected to occur
2989 * on real world cards, so for now a fixme should be enough
2991 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2998 BOOL combineOK = TRUE;
2999 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3004 op2 = state->texture_states[Stage][WINED3DTSS_COLOROP];
3006 op2 = state->texture_states[Stage][WINED3DTSS_ALPHAOP];
3008 /* Note: If COMBINE4 in effect can't go back to combine! */
3010 case WINED3DTOP_ADDSMOOTH:
3011 case WINED3DTOP_BLENDTEXTUREALPHAPM:
3012 case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
3013 case WINED3DTOP_MODULATECOLOR_ADDALPHA:
3014 case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
3015 case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
3016 case WINED3DTOP_MULTIPLYADD:
3017 /* Ignore those implemented in both cases */
3019 case WINED3DTOP_SELECTARG1:
3020 case WINED3DTOP_SELECTARG2:
3025 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3032 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
3033 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
3039 /* After all the extensions, if still unhandled, report fixme */
3040 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3044 static void tex_colorop(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3046 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3047 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3048 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3049 const struct wined3d_gl_info *gl_info = context->gl_info;
3050 const struct wined3d_state *state = &stateblock->state;
3052 TRACE("Setting color op for stage %d\n", stage);
3054 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3055 if (use_ps(state)) return;
3057 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3059 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3061 if (tex_used && mapped_stage >= gl_info->limits.textures)
3063 FIXME("Attempt to enable unsupported stage!\n");
3066 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3067 checkGLcall("glActiveTextureARB");
3070 if (stage >= state->lowest_disabled_stage)
3072 TRACE("Stage disabled\n");
3073 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3075 /* Disable everything here */
3076 glDisable(GL_TEXTURE_2D);
3077 checkGLcall("glDisable(GL_TEXTURE_2D)");
3078 glDisable(GL_TEXTURE_3D);
3079 checkGLcall("glDisable(GL_TEXTURE_3D)");
3080 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3082 glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3083 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3085 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3087 glDisable(GL_TEXTURE_RECTANGLE_ARB);
3088 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3095 /* The sampler will also activate the correct texture dimensions, so no
3096 * need to do it here if the sampler for this stage is dirty. */
3097 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3098 texture_activate_dimensions(state->textures[stage], gl_info);
3100 set_tex_op(gl_info, state, FALSE, stage,
3101 state->texture_states[stage][WINED3DTSS_COLOROP],
3102 state->texture_states[stage][WINED3DTSS_COLORARG1],
3103 state->texture_states[stage][WINED3DTSS_COLORARG2],
3104 state->texture_states[stage][WINED3DTSS_COLORARG0]);
3107 void tex_alphaop(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3109 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3110 BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
3111 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3112 const struct wined3d_gl_info *gl_info = context->gl_info;
3113 DWORD op, arg1, arg2, arg0;
3115 TRACE("Setting alpha op for stage %d\n", stage);
3116 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3117 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3119 if (tex_used && mapped_stage >= gl_info->limits.textures)
3121 FIXME("Attempt to enable unsupported stage!\n");
3124 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3125 checkGLcall("glActiveTextureARB");
3128 op = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAOP];
3129 arg1 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG1];
3130 arg2 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG2];
3131 arg0 = stateblock->state.texture_states[stage][WINED3DTSS_ALPHAARG0];
3133 if (stateblock->state.render_states[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->state.textures[0])
3135 struct wined3d_texture *texture = stateblock->state.textures[0];
3136 GLenum texture_dimensions = texture->target;
3138 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3140 struct wined3d_surface *surf = surface_from_resource(texture->sub_resources[0]);
3142 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format->alpha_mask)
3144 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3145 * properly. On the other hand applications can still use texture combiners apparently. This code
3146 * takes care that apps cannot remove the texture's alpha channel entirely.
3148 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3149 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3150 * and alpha component of diffuse color to draw things like translucent text and perform other
3153 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3154 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3155 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3156 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3157 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3158 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3159 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3160 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3161 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3164 * What to do with multitexturing? So far no app has been found that uses color keying with
3166 if (op == WINED3DTOP_DISABLE)
3168 arg1 = WINED3DTA_TEXTURE;
3169 op = WINED3DTOP_SELECTARG1;
3171 else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
3173 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3175 arg2 = WINED3DTA_TEXTURE;
3176 op = WINED3DTOP_MODULATE;
3178 else arg1 = WINED3DTA_TEXTURE;
3180 else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
3182 if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
3184 arg1 = WINED3DTA_TEXTURE;
3185 op = WINED3DTOP_MODULATE;
3187 else arg2 = WINED3DTA_TEXTURE;
3193 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3194 * this if block here, and the other code(color keying, texture unit selection) are the same
3196 TRACE("Setting alpha op for stage %d\n", stage);
3197 if (gl_info->supported[NV_REGISTER_COMBINERS])
3199 set_tex_op_nvrc(gl_info, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0,
3200 mapped_stage, stateblock->state.texture_states[stage][WINED3DTSS_RESULTARG]);
3204 set_tex_op(gl_info, &stateblock->state, TRUE, stage, op, arg1, arg2, arg0);
3208 static void transform_texture(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3210 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3211 DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
3212 const struct wined3d_gl_info *gl_info = context->gl_info;
3213 const struct wined3d_state *state = &stateblock->state;
3217 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3218 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3220 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3224 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3225 if (mapped_stage >= gl_info->limits.textures) return;
3227 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3228 checkGLcall("glActiveTextureARB");
3229 generated = (state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3230 coordIdx = min(state->texture_states[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000ffff], MAX_TEXTURES - 1);
3232 set_texture_matrix(&state->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
3233 state->texture_states[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
3234 generated, context->last_was_rhw,
3235 stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3236 ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3237 : WINED3DFMT_UNKNOWN,
3238 stateblock->device->frag_pipe->ffp_proj_control);
3240 /* The sampler applying function calls us if this changes */
3241 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3244 FIXME("Non-power2 texture being used with generated texture coords\n");
3246 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3247 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3250 TRACE("Non power two matrix multiply fixup\n");
3251 glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3256 static void unloadTexCoords(const struct wined3d_gl_info *gl_info)
3258 unsigned int texture_idx;
3260 for (texture_idx = 0; texture_idx < gl_info->limits.texture_stages; ++texture_idx)
3262 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3263 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3267 static void loadTexCoords(const struct wined3d_gl_info *gl_info, struct wined3d_stateblock *stateblock,
3268 const struct wined3d_stream_info *si, GLuint *curVBO)
3270 unsigned int mapped_stage = 0;
3271 unsigned int textureNo = 0;
3273 for (textureNo = 0; textureNo < gl_info->limits.texture_stages; ++textureNo)
3275 int coordIdx = stateblock->state.texture_states[textureNo][WINED3DTSS_TEXCOORDINDEX];
3277 mapped_stage = stateblock->device->texUnitMap[textureNo];
3278 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3280 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3282 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3283 const struct wined3d_stream_state *stream = &stateblock->state.streams[e->stream_idx];
3285 TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
3286 textureNo, mapped_stage, coordIdx, e->data);
3288 if (*curVBO != e->buffer_object)
3290 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
3291 checkGLcall("glBindBufferARB");
3292 *curVBO = e->buffer_object;
3295 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3296 checkGLcall("glClientActiveTextureARB");
3298 /* The coords to supply depend completely on the fvf / vertex shader */
3299 glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3300 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
3301 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3303 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3306 if (gl_info->supported[NV_REGISTER_COMBINERS])
3308 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3309 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3311 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3315 checkGLcall("loadTexCoords");
3318 static void tex_coordindex(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3320 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3321 DWORD mapped_stage = stateblock->device->texUnitMap[stage];
3322 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3323 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3324 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3325 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3326 const struct wined3d_gl_info *gl_info = context->gl_info;
3328 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3330 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3334 if (mapped_stage >= gl_info->limits.fragment_samplers)
3336 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3339 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3340 checkGLcall("glActiveTextureARB");
3342 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3344 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3345 * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
3346 * means use the vertex position (camera-space) as the input texture coordinates
3347 * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
3348 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3349 * to the TEXCOORDINDEX value
3351 switch (stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
3353 case WINED3DTSS_TCI_PASSTHRU:
3354 /* Use the specified texture coordinates contained within the
3355 * vertex format. This value resolves to zero. */
3356 glDisable(GL_TEXTURE_GEN_S);
3357 glDisable(GL_TEXTURE_GEN_T);
3358 glDisable(GL_TEXTURE_GEN_R);
3359 glDisable(GL_TEXTURE_GEN_Q);
3360 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3363 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3364 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3365 * as the input texture coordinates for this stage's texture transformation. This
3366 * equates roughly to EYE_LINEAR */
3368 glMatrixMode(GL_MODELVIEW);
3371 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3372 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3373 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3374 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3376 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3378 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3379 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3380 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3381 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3383 glEnable(GL_TEXTURE_GEN_S);
3384 glEnable(GL_TEXTURE_GEN_T);
3385 glEnable(GL_TEXTURE_GEN_R);
3386 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3390 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3391 /* Note that NV_TEXGEN_REFLECTION support is implied when
3392 * ARB_TEXTURE_CUBE_MAP is supported */
3393 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3395 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3399 glMatrixMode(GL_MODELVIEW);
3402 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3403 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3404 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3405 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3407 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3409 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3410 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3411 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3412 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3414 glEnable(GL_TEXTURE_GEN_S);
3415 glEnable(GL_TEXTURE_GEN_T);
3416 glEnable(GL_TEXTURE_GEN_R);
3417 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3421 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3422 /* Note that NV_TEXGEN_REFLECTION support is implied when
3423 * ARB_TEXTURE_CUBE_MAP is supported */
3424 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3426 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3430 glMatrixMode(GL_MODELVIEW);
3433 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3434 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3435 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3436 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3438 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3440 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3441 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3442 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3443 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3445 glEnable(GL_TEXTURE_GEN_S);
3446 glEnable(GL_TEXTURE_GEN_T);
3447 glEnable(GL_TEXTURE_GEN_R);
3448 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3452 case WINED3DTSS_TCI_SPHEREMAP:
3453 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3454 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3455 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3457 glEnable(GL_TEXTURE_GEN_S);
3458 glEnable(GL_TEXTURE_GEN_T);
3459 glDisable(GL_TEXTURE_GEN_R);
3460 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3465 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x.\n",
3466 stateblock->state.texture_states[stage][WINED3DTSS_TEXCOORDINDEX]);
3467 glDisable(GL_TEXTURE_GEN_S);
3468 glDisable(GL_TEXTURE_GEN_T);
3469 glDisable(GL_TEXTURE_GEN_R);
3470 glDisable(GL_TEXTURE_GEN_Q);
3471 checkGLcall("Disable texgen.");
3476 /* Update the texture matrix */
3477 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
3478 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3481 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
3482 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3483 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3484 * and do all the things linked to it
3485 * TODO: Tidy that up to reload only the arrays of the changed unit
3487 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3489 unloadTexCoords(gl_info);
3490 loadTexCoords(gl_info, stateblock, &stateblock->device->strided_streams, &curVBO);
3494 static void tex_bumpenvlscale(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3496 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3497 const struct wined3d_shader *ps = stateblock->state.pixel_shader;
3499 if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
3501 /* The pixel shader has to know the luminance scale. Do a constants update if it
3502 * isn't scheduled anyway
3504 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3505 !isStateDirty(context, STATE_PIXELSHADER)) {
3506 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3511 static void sampler_texmatrix(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3513 const DWORD sampler = state - STATE_SAMPLER(0);
3514 struct wined3d_texture *texture = stateblock->state.textures[sampler];
3516 TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
3518 if(!texture) return;
3519 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3520 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3521 * scaling is reapplied or removed, the texture matrix has to be reapplied
3523 * The mapped stage is already active because the sampler() function below, which is part of the
3526 if (sampler < MAX_TEXTURES)
3528 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3530 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3532 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3533 else context->lastWasPow2Texture &= ~(1 << sampler);
3534 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
3535 WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
3540 static void sampler(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3542 DWORD sampler = state_id - STATE_SAMPLER(0);
3543 struct wined3d_device *device = stateblock->device;
3544 DWORD mapped_stage = device->texUnitMap[sampler];
3545 const struct wined3d_gl_info *gl_info = context->gl_info;
3546 const struct wined3d_state *state = &stateblock->state;
3552 TRACE("Sampler: %d\n", sampler);
3553 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3554 * only has to bind textures and set the per texture states
3557 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3559 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3563 if (mapped_stage >= gl_info->limits.combined_samplers)
3567 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3568 checkGLcall("glActiveTextureARB");
3570 if (state->textures[sampler])
3572 struct wined3d_texture *texture = state->textures[sampler];
3573 BOOL srgb = state->sampler_states[sampler][WINED3DSAMP_SRGBTEXTURE];
3575 texture->texture_ops->texture_bind(texture, gl_info, srgb);
3576 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3578 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3580 tmpvalue.d = state->sampler_states[sampler][WINED3DSAMP_MIPMAPLODBIAS];
3581 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3582 GL_TEXTURE_LOD_BIAS_EXT,
3584 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3587 if (!use_ps(state) && sampler < state->lowest_disabled_stage)
3589 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3591 /* If color keying is enabled update the alpha test, it depends on the existence
3592 * of a color key in stage 0
3594 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3598 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3599 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3600 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state);
3602 else if (mapped_stage < gl_info->limits.textures)
3604 if (sampler < state->lowest_disabled_stage)
3606 /* TODO: What should I do with pixel shaders here ??? */
3607 if (state->render_states[WINED3DRS_COLORKEYENABLE] && !sampler)
3609 /* If color keying is enabled update the alpha test, it depends on the existence
3610 * of a color key in stage 0
3612 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
3614 } /* Otherwise tex_colorop disables the stage */
3615 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler]);
3616 checkGLcall("glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[sampler])");
3620 void apply_pixelshader(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3622 const struct wined3d_state *state = &stateblock->state;
3623 struct wined3d_device *device = stateblock->device;
3624 BOOL use_vshader = use_vs(state);
3625 BOOL use_pshader = use_ps(state);
3629 if(!context->last_was_pshader) {
3630 /* Former draw without a pixel shader, some samplers
3631 * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
3632 * make sure to enable them
3634 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
3635 if(!isStateDirty(context, STATE_SAMPLER(i))) {
3636 sampler(STATE_SAMPLER(i), stateblock, context);
3639 context->last_was_pshader = TRUE;
3641 /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
3642 * if a different texture was bound. I don't have to do anything.
3646 /* Disabled the pixel shader - color ops weren't applied
3647 * while it was enabled, so re-apply them. */
3648 for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
3650 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)))
3651 stateblock_apply_state(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
3653 context->last_was_pshader = FALSE;
3656 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
3657 device->shader_backend->shader_select(context, use_pshader, use_vshader);
3659 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
3660 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
3665 static void shader_bumpenvmat(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3667 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3668 const struct wined3d_shader *ps = stateblock->state.pixel_shader;
3670 if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
3672 /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
3675 if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
3676 !isStateDirty(context, STATE_PIXELSHADER)) {
3677 shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
3682 static void transform_world(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3684 /* This function is called by transform_view below if the view matrix was changed too
3686 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3687 * does not always update the world matrix, only on a switch between transformed
3688 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3689 * draw, but that should be rather rare and cheaper in total.
3691 glMatrixMode(GL_MODELVIEW);
3692 checkGLcall("glMatrixMode");
3694 if(context->last_was_rhw) {
3696 checkGLcall("glLoadIdentity()");
3698 /* In the general case, the view matrix is the identity matrix */
3699 if (stateblock->device->view_ident)
3701 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3702 checkGLcall("glLoadMatrixf");
3706 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3707 checkGLcall("glLoadMatrixf");
3708 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
3709 checkGLcall("glMultMatrixf");
3714 static void clipplane(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3716 const struct wined3d_state *state = &stateblock->state;
3717 UINT index = state_id - STATE_CLIPPLANE(0);
3719 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes)
3724 glMatrixMode(GL_MODELVIEW);
3727 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3729 glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
3731 /* with vertex shaders, clip planes are not transformed in direct3d,
3732 * in OpenGL they are still transformed by the model view.
3736 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3737 state->clip_planes[index][0],
3738 state->clip_planes[index][1],
3739 state->clip_planes[index][2],
3740 state->clip_planes[index][3]);
3741 glClipPlane(GL_CLIP_PLANE0 + index, state->clip_planes[index]);
3742 checkGLcall("glClipPlane");
3747 static void transform_worldex(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3749 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
3751 TRACE("Setting world matrix %d\n", matrix);
3753 if (matrix >= context->gl_info->limits.blends)
3755 WARN("Unsupported blend matrix set\n");
3757 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
3761 /* GL_MODELVIEW0_ARB: 0x1700
3762 * GL_MODELVIEW1_ARB: 0x850a
3763 * GL_MODELVIEW2_ARB: 0x8722
3764 * GL_MODELVIEW3_ARB: 0x8723
3766 * GL_MODELVIEW31_ARB: 0x873F
3768 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3769 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3771 glMatrixMode(glMat);
3772 checkGLcall("glMatrixMode(glMat)");
3774 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
3775 * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
3777 if (stateblock->device->view_ident)
3779 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3780 checkGLcall("glLoadMatrixf");
3784 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3785 checkGLcall("glLoadMatrixf");
3786 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
3787 checkGLcall("glMultMatrixf");
3791 static void state_vertexblend_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3793 WINED3DVERTEXBLENDFLAGS f = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3794 static unsigned int once;
3796 if (f == WINED3DVBF_DISABLE) return;
3798 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3799 else WARN("Vertex blend flags %#x not supported.\n", f);
3802 static void state_vertexblend(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3804 WINED3DVERTEXBLENDFLAGS val = stateblock->state.render_states[WINED3DRS_VERTEXBLEND];
3805 const struct wined3d_gl_info *gl_info = context->gl_info;
3806 static unsigned int once;
3809 case WINED3DVBF_1WEIGHTS:
3810 case WINED3DVBF_2WEIGHTS:
3811 case WINED3DVBF_3WEIGHTS:
3812 glEnable(GL_VERTEX_BLEND_ARB);
3813 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3815 /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
3816 * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
3818 GL_EXTCALL(glVertexBlendARB(stateblock->state.render_states[WINED3DRS_VERTEXBLEND] + 1));
3820 if (!stateblock->device->vertexBlendUsed)
3823 for (i = 1; i < gl_info->limits.blends; ++i)
3825 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i))))
3827 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
3830 stateblock->device->vertexBlendUsed = TRUE;
3834 case WINED3DVBF_TWEENING:
3835 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3836 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3837 else WARN("Vertex blend flags %#x not supported.\n", val);
3839 case WINED3DVBF_DISABLE:
3840 glDisable(GL_VERTEX_BLEND_ARB);
3841 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3846 static void transform_view(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3848 const struct wined3d_gl_info *gl_info = context->gl_info;
3849 const struct wined3d_light_info *light = NULL;
3852 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3853 * NOTE: We have to reset the positions even if the light/plane is not currently
3854 * enabled, since the call to enable it will not reset the position.
3855 * NOTE2: Apparently texture transforms do NOT need reapplying
3858 glMatrixMode(GL_MODELVIEW);
3859 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3860 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
3861 checkGLcall("glLoadMatrixf(...)");
3863 /* Reset lights. TODO: Call light apply func */
3864 for (k = 0; k < gl_info->limits.lights; ++k)
3866 light = stateblock->state.lights[k];
3867 if(!light) continue;
3868 glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3869 checkGLcall("glLightfv posn");
3870 glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3871 checkGLcall("glLightfv dirn");
3874 /* Reset Clipping Planes */
3875 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3877 if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
3878 clipplane(STATE_CLIPPLANE(k), stateblock, context);
3882 if(context->last_was_rhw) {
3884 checkGLcall("glLoadIdentity()");
3885 /* No need to update the world matrix, the identity is fine */
3889 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3890 * No need to do it here if the state is scheduled for update.
3892 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
3893 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
3896 /* Avoid looping over a number of matrices if the app never used the functionality */
3897 if (stateblock->device->vertexBlendUsed)
3899 for (k = 1; k < gl_info->limits.blends; ++k)
3901 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
3902 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
3908 static void transform_projection(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
3910 glMatrixMode(GL_PROJECTION);
3911 checkGLcall("glMatrixMode(GL_PROJECTION)");
3913 checkGLcall("glLoadIdentity");
3915 if (context->last_was_rhw)
3917 double x = stateblock->state.viewport.X;
3918 double y = stateblock->state.viewport.Y;
3919 double w = stateblock->state.viewport.Width;
3920 double h = stateblock->state.viewport.Height;
3922 TRACE("Calling glOrtho with x %.8e, y %.8e, w %.8e, h %.8e.\n", x, y, w, h);
3923 if (context->render_offscreen)
3924 glOrtho(x, x + w, -y, -y - h, 0.0, -1.0);
3926 glOrtho(x, x + w, y + h, y, 0.0, -1.0);
3927 checkGLcall("glOrtho");
3929 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3930 * render everything upside down when rendering offscreen. */
3931 if (context->render_offscreen)
3933 glScalef(1.0f, -1.0f, 1.0f);
3934 checkGLcall("glScalef");
3937 /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
3938 glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
3939 checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
3943 /* The rule is that the window coordinate 0 does not correspond to the
3944 beginning of the first pixel, but the center of the first pixel.
3945 As a consequence if you want to correctly draw one line exactly from
3946 the left to the right end of the viewport (with all matrices set to
3947 be identity), the x coords of both ends of the line would be not
3948 -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
3951 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
3952 divide by the Width/Height, so we need the half range(1.0) to translate by
3955 The other fun is that d3d's output z range after the transformation is [0;1],
3956 but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
3957 scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
3958 of Z buffer precision and the clear values do not match in the z test. Thus scale
3959 [0;1] to [-1;1], so when gl undoes that we utilize the full z range
3963 * Careful with the order of operations here, we're essentially working backwards:
3965 * y = (y - 1/h) * flip;
3969 * glTranslatef(0.0, 0.0, -1.0);
3970 * glScalef(1.0, 1.0, 2.0);
3972 * glScalef(1.0, flip, 1.0);
3973 * glTranslatef(1/w, -1/h, 0.0);
3975 * This is equivalent to:
3976 * glTranslatef(1/w, -flip/h, -1.0)
3977 * glScalef(1.0, flip, 2.0);
3980 /* Translate by slightly less than a half pixel to force a top-left
3981 * filling convention. We want the difference to be large enough that
3982 * it doesn't get lost due to rounding inside the driver, but small
3983 * enough to prevent it from interfering with any anti-aliasing. */
3984 GLfloat xoffset = (63.0f / 64.0f) / stateblock->state.viewport.Width;
3985 GLfloat yoffset = -(63.0f / 64.0f) / stateblock->state.viewport.Height;
3987 if (context->render_offscreen)
3989 /* D3D texture coordinates are flipped compared to OpenGL ones, so
3990 * render everything upside down when rendering offscreen. */
3991 glTranslatef(xoffset, -yoffset, -1.0f);
3992 checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
3993 glScalef(1.0f, -1.0f, 2.0f);
3995 glTranslatef(xoffset, yoffset, -1.0f);
3996 checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
3997 glScalef(1.0f, 1.0f, 2.0f);
3999 checkGLcall("glScalef");
4001 glMultMatrixf(&stateblock->state.transforms[WINED3DTS_PROJECTION].u.m[0][0]);
4002 checkGLcall("glLoadMatrixf");
4006 /* This should match any arrays loaded in loadVertexData.
4007 * TODO: Only load / unload arrays if we have to.
4009 static inline void unloadVertexData(const struct wined3d_gl_info *gl_info)
4011 glDisableClientState(GL_VERTEX_ARRAY);
4012 glDisableClientState(GL_NORMAL_ARRAY);
4013 glDisableClientState(GL_COLOR_ARRAY);
4014 if (gl_info->supported[EXT_SECONDARY_COLOR])
4016 glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4018 if (gl_info->supported[ARB_VERTEX_BLEND])
4020 glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4022 unloadTexCoords(gl_info);
4025 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4027 const struct wined3d_gl_info *gl_info = context->gl_info;
4029 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4030 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4032 context->numbered_array_mask &= ~(1 << i);
4035 /* This should match any arrays loaded in loadNumberedArrays
4036 * TODO: Only load / unload arrays if we have to.
4038 static inline void unloadNumberedArrays(struct wined3d_context *context)
4040 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4041 GLint maxAttribs = 16;
4044 /* Leave all the attribs disabled */
4045 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
4046 /* MESA does not support it right not */
4047 if (glGetError() != GL_NO_ERROR)
4049 for (i = 0; i < maxAttribs; ++i) {
4050 unload_numbered_array(context, i);
4054 static void loadNumberedArrays(struct wined3d_stateblock *stateblock,
4055 const struct wined3d_stream_info *stream_info, struct wined3d_context *context)
4057 const struct wined3d_gl_info *gl_info = context->gl_info;
4058 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4060 struct wined3d_buffer *vb;
4062 /* Default to no instancing */
4063 stateblock->device->instancedDraw = FALSE;
4065 for (i = 0; i < MAX_ATTRIBS; i++)
4067 const struct wined3d_stream_state *stream;
4069 if (!(stream_info->use_map & (1 << i)))
4071 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4075 stream = &stateblock->state.streams[stream_info->elements[i].stream_idx];
4077 /* Do not load instance data. It will be specified using glTexCoord by drawprim */
4078 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4080 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4081 stateblock->device->instancedDraw = TRUE;
4085 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
4087 if (stream_info->elements[i].stride)
4089 if (curVBO != stream_info->elements[i].buffer_object)
4091 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
4092 checkGLcall("glBindBufferARB");
4093 curVBO = stream_info->elements[i].buffer_object;
4095 /* Use the VBO to find out if a vertex buffer exists, not the vb
4096 * pointer. vb can point to a user pointer data blob. In that case
4097 * curVBO will be 0. If there is a vertex buffer but no vbo we
4098 * won't be load converted attributes anyway. */
4099 vb = stream->buffer;
4100 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4101 stream_info->elements[i].format->gl_vtx_type,
4102 stream_info->elements[i].format->gl_normalized,
4103 stream_info->elements[i].stride, stream_info->elements[i].data
4104 + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride
4107 if (!(context->numbered_array_mask & (1 << i)))
4109 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4110 context->numbered_array_mask |= (1 << i);
4115 /* Stride = 0 means always the same values.
4116 * glVertexAttribPointerARB doesn't do that. Instead disable the
4117 * pointer and set up the attribute statically. But we have to
4118 * figure out the system memory address. */
4119 const BYTE *ptr = stream_info->elements[i].data + stream->offset;
4120 if (stream_info->elements[i].buffer_object)
4122 vb = stream->buffer;
4123 ptr += (ULONG_PTR)buffer_get_sysmem(vb, gl_info);
4126 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4128 switch (stream_info->elements[i].format->id)
4130 case WINED3DFMT_R32_FLOAT:
4131 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4133 case WINED3DFMT_R32G32_FLOAT:
4134 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4136 case WINED3DFMT_R32G32B32_FLOAT:
4137 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4139 case WINED3DFMT_R32G32B32A32_FLOAT:
4140 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4143 case WINED3DFMT_R8G8B8A8_UINT:
4144 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4146 case WINED3DFMT_B8G8R8A8_UNORM:
4147 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4149 const DWORD *src = (const DWORD *)ptr;
4150 DWORD c = *src & 0xff00ff00;
4151 c |= (*src & 0xff0000) >> 16;
4152 c |= (*src & 0xff) << 16;
4153 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4156 /* else fallthrough */
4157 case WINED3DFMT_R8G8B8A8_UNORM:
4158 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4161 case WINED3DFMT_R16G16_SINT:
4162 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4164 case WINED3DFMT_R16G16B16A16_SINT:
4165 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4168 case WINED3DFMT_R16G16_SNORM:
4170 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4171 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4174 case WINED3DFMT_R16G16_UNORM:
4176 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4177 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4180 case WINED3DFMT_R16G16B16A16_SNORM:
4181 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4183 case WINED3DFMT_R16G16B16A16_UNORM:
4184 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4187 case WINED3DFMT_R10G10B10A2_UINT:
4188 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4189 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4191 case WINED3DFMT_R10G10B10A2_SNORM:
4192 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4193 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4196 case WINED3DFMT_R16G16_FLOAT:
4197 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4198 * byte float according to the IEEE standard
4200 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4202 case WINED3DFMT_R16G16B16A16_FLOAT:
4203 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4207 ERR("Unexpected declaration in stride 0 attributes\n");
4213 checkGLcall("Loading numbered arrays");
4216 /* Used from 2 different functions, and too big to justify making it inlined */
4217 static void loadVertexData(const struct wined3d_context *context, struct wined3d_stateblock *stateblock,
4218 const struct wined3d_stream_info *si)
4220 const struct wined3d_gl_info *gl_info = context->gl_info;
4221 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4222 const struct wined3d_stream_info_element *e;
4223 const struct wined3d_stream_state *stream;
4225 TRACE("Using fast vertex array code\n");
4227 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4228 stateblock->device->instancedDraw = FALSE;
4230 /* Blend Data ---------------------------------------------- */
4231 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4232 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4234 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4235 stream = &stateblock->state.streams[e->stream_idx];
4237 if (gl_info->supported[ARB_VERTEX_BLEND])
4239 TRACE("Blend %u %p %u\n", e->format->component_count,
4240 e->data + stateblock->state.load_base_vertex_index * e->stride, e->stride + stream->offset);
4242 glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4243 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4245 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4247 if (curVBO != e->buffer_object)
4249 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4250 checkGLcall("glBindBufferARB");
4251 curVBO = e->buffer_object;
4254 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4255 e->format->gl_vtx_format,
4256 e->format->gl_vtx_type,
4258 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4259 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4260 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4262 checkGLcall("glWeightPointerARB");
4264 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4269 FIXME("blendMatrixIndices support\n");
4274 /* TODO: support blends in drawStridedSlow
4275 * No need to write a FIXME here, this is done after the general vertex decl decoding
4277 WARN("unsupported blending in openGl\n");
4282 if (gl_info->supported[ARB_VERTEX_BLEND])
4284 static const GLbyte one = 1;
4285 GL_EXTCALL(glWeightbvARB(1, &one));
4286 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4290 /* Point Size ----------------------------------------------*/
4291 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4293 /* no such functionality in the fixed function GL pipeline */
4294 TRACE("Cannot change ptSize here in openGl\n");
4295 /* TODO: Implement this function in using shaders if they are available */
4298 /* Vertex Pointers -----------------------------------------*/
4299 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4301 e = &si->elements[WINED3D_FFP_POSITION];
4302 stream = &stateblock->state.streams[e->stream_idx];
4304 if (curVBO != e->buffer_object)
4306 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4307 checkGLcall("glBindBufferARB");
4308 curVBO = e->buffer_object;
4311 /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
4312 handling for rhw mode should not impact screen position whereas in GL it does.
4313 This may result in very slightly distorted textures in rhw mode.
4314 There's always the other option of fixing the view matrix to
4315 prevent w from having any effect.
4317 This only applies to user pointer sources, in VBOs the vertices are fixed up
4319 if (!e->buffer_object)
4321 TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4322 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4323 glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
4324 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4328 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4329 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4330 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4331 glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4332 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4334 checkGLcall("glVertexPointer(...)");
4335 glEnableClientState(GL_VERTEX_ARRAY);
4336 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4339 /* Normals -------------------------------------------------*/
4340 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4342 e = &si->elements[WINED3D_FFP_NORMAL];
4343 stream = &stateblock->state.streams[e->stream_idx];
4345 if (curVBO != e->buffer_object)
4347 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4348 checkGLcall("glBindBufferARB");
4349 curVBO = e->buffer_object;
4352 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4353 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4354 glNormalPointer(e->format->gl_vtx_type, e->stride,
4355 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4356 checkGLcall("glNormalPointer(...)");
4357 glEnableClientState(GL_NORMAL_ARRAY);
4358 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4361 glNormal3f(0, 0, 0);
4362 checkGLcall("glNormal3f(0, 0, 0)");
4365 /* Diffuse Colour --------------------------------------------*/
4366 /* WARNING: Data here MUST be in RGBA format, so cannot */
4367 /* go directly into fast mode from app pgm, because */
4368 /* directx requires data in BGRA format. */
4369 /* currently fixupVertices swizzles the format, but this isn't*/
4370 /* very practical when using VBOs */
4371 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4372 /* , or the user doesn't care and wants the speed advantage */
4374 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4376 e = &si->elements[WINED3D_FFP_DIFFUSE];
4377 stream = &stateblock->state.streams[e->stream_idx];
4379 if (curVBO != e->buffer_object)
4381 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4382 checkGLcall("glBindBufferARB");
4383 curVBO = e->buffer_object;
4386 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4387 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4388 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4389 glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4390 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4391 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4392 glEnableClientState(GL_COLOR_ARRAY);
4393 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4396 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4397 checkGLcall("glColor4f(1, 1, 1, 1)");
4400 /* Specular Colour ------------------------------------------*/
4401 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4403 TRACE("setting specular colour\n");
4405 e = &si->elements[WINED3D_FFP_SPECULAR];
4406 stream = &stateblock->state.streams[e->stream_idx];
4408 if (gl_info->supported[EXT_SECONDARY_COLOR])
4410 GLenum type = e->format->gl_vtx_type;
4411 GLint format = e->format->gl_vtx_format;
4413 if (curVBO != e->buffer_object)
4415 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
4416 checkGLcall("glBindBufferARB");
4417 curVBO = e->buffer_object;
4420 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4422 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4423 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4424 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4425 * 4 component secondary colors use it
4427 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4428 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4429 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4430 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4431 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4437 case GL_UNSIGNED_BYTE:
4438 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4439 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4440 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4441 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4442 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4446 FIXME("Add 4 component specular color pointers for type %x\n", type);
4447 /* Make sure that the right color component is dropped */
4448 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4449 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset);
4450 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4451 e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset));
4452 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4455 glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4456 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4460 WARN("Specular colour is not supported in this GL implementation.\n");
4465 if (gl_info->supported[EXT_SECONDARY_COLOR])
4467 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4468 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4472 WARN("Specular colour is not supported in this GL implementation.\n");
4476 /* Texture coords -------------------------------------------*/
4477 loadTexCoords(gl_info, stateblock, si, &curVBO);
4480 static void streamsrc(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4482 struct wined3d_device *device = stateblock->device;
4483 BOOL load_numbered = use_vs(&stateblock->state) && !device->useDrawStridedSlow;
4484 BOOL load_named = !use_vs(&stateblock->state) && !device->useDrawStridedSlow;
4486 if (isStateDirty(context, STATE_VDECL)) return;
4487 if (context->numberedArraysLoaded && !load_numbered)
4489 unloadNumberedArrays(context);
4490 context->numberedArraysLoaded = FALSE;
4491 context->numbered_array_mask = 0;
4493 else if (context->namedArraysLoaded)
4495 unloadVertexData(context->gl_info);
4496 context->namedArraysLoaded = FALSE;
4501 TRACE("Loading numbered arrays\n");
4502 loadNumberedArrays(stateblock, &device->strided_streams, context);
4503 context->numberedArraysLoaded = TRUE;
4505 else if (load_named)
4507 TRACE("Loading vertex data\n");
4508 loadVertexData(context, stateblock, &device->strided_streams);
4509 context->namedArraysLoaded = TRUE;
4513 static void vdecl_miscpart(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4515 if (isStateDirty(context, STATE_STREAMSRC)) return;
4516 streamsrc(state, stateblock, context);
4519 static void vertexdeclaration(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4521 const struct wined3d_gl_info *gl_info = context->gl_info;
4522 const struct wined3d_state *state = &stateblock->state;
4523 struct wined3d_device *device = stateblock->device;
4524 BOOL useVertexShaderFunction = use_vs(state);
4525 BOOL usePixelShaderFunction = use_ps(state);
4526 BOOL updateFog = FALSE;
4528 BOOL wasrhw = context->last_was_rhw;
4531 transformed = device->strided_streams.position_transformed;
4532 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4536 context->last_was_rhw = TRUE;
4539 /* Untransformed, so relies on the view and projection matrices */
4540 context->last_was_rhw = FALSE;
4541 /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
4542 device->untransformed = TRUE;
4545 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4546 * off this function will be called again anyway to make sure they're properly set
4548 if(!useVertexShaderFunction) {
4549 /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
4550 * or transformed / untransformed was switched
4552 if(wasrhw != context->last_was_rhw &&
4553 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
4554 !isStateDirty(context, STATE_VIEWPORT)) {
4555 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4557 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4560 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4561 * this check will fail and the matrix not applied again. This is OK because a simple
4562 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4563 * needs of the vertex declaration.
4565 * World and view matrix go into the same gl matrix, so only apply them when neither is
4568 if(transformed != wasrhw &&
4569 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
4570 !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
4571 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4574 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
4575 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
4577 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
4578 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
4581 if(context->last_was_vshader) {
4583 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
4584 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
4586 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4588 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4591 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
4592 state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
4595 if(!context->last_was_vshader) {
4596 static BOOL warned = FALSE;
4597 if(!device->vs_clipping) {
4598 /* Disable all clip planes to get defined results on all drivers. See comment in the
4599 * state_clipping state handler
4601 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4603 glDisable(GL_CLIP_PLANE0 + i);
4604 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4607 if (!warned && stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
4609 FIXME("Clipping not supported with vertex shaders\n");
4614 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4615 * shaders themselves do not need it, but the matrices are not reapplied automatically when
4616 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4617 * fixed function vertex processing states back in a sane state before switching to shaders
4619 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4620 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4622 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
4623 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
4628 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4629 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4630 * device->vs_clipping is false.
4632 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4634 clipplane(STATE_CLIPPLANE(i), stateblock, context);
4639 /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
4642 if (!isStateDirty(context, STATE_PIXELSHADER)) {
4643 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
4645 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
4646 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4650 context->last_was_vshader = useVertexShaderFunction;
4652 if (updateFog) stateblock_apply_state(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
4654 if(!useVertexShaderFunction) {
4656 for(i = 0; i < MAX_TEXTURES; i++) {
4657 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
4658 transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
4664 static void viewport_miscpart(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4666 struct wined3d_surface *target = stateblock->device->fb.render_targets[0];
4668 WINED3DVIEWPORT vp = stateblock->state.viewport;
4670 if (vp.Width > target->resource.width)
4671 vp.Width = target->resource.width;
4672 if (vp.Height > target->resource.height)
4673 vp.Height = target->resource.height;
4675 glDepthRange(vp.MinZ, vp.MaxZ);
4676 checkGLcall("glDepthRange");
4677 /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
4679 if (context->render_offscreen)
4681 glViewport(vp.X, vp.Y, vp.Width, vp.Height);
4683 target->get_drawable_size(context, &width, &height);
4686 (height - (vp.Y + vp.Height)),
4687 vp.Width, vp.Height);
4690 checkGLcall("glViewport");
4693 static void viewport_vertexpart(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4695 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
4696 transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
4698 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
4699 state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
4701 /* Update the position fixup. */
4702 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
4703 shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
4706 static void light(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4708 UINT Index = state - STATE_ACTIVELIGHT(0);
4709 const struct wined3d_light_info *lightInfo = stateblock->state.lights[Index];
4712 glDisable(GL_LIGHT0 + Index);
4713 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4716 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4718 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4719 glMatrixMode(GL_MODELVIEW);
4721 glLoadMatrixf(&stateblock->state.transforms[WINED3DTS_VIEW].u.m[0][0]);
4724 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
4725 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
4726 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
4727 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
4728 glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4729 checkGLcall("glLightfv");
4732 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
4733 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
4734 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
4735 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
4736 glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4737 checkGLcall("glLightfv");
4740 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
4741 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
4742 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
4743 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
4744 glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4745 checkGLcall("glLightfv");
4747 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
4748 quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
4750 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4753 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4754 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4755 * Attenuation0 to NaN and crashes in the gl lib
4758 switch (lightInfo->OriginalParms.Type) {
4759 case WINED3DLIGHT_POINT:
4761 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4762 checkGLcall("glLightfv");
4763 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4764 checkGLcall("glLightf");
4765 /* Attenuation - Are these right? guessing... */
4766 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4767 checkGLcall("glLightf");
4768 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4769 checkGLcall("glLightf");
4770 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4771 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4772 checkGLcall("glLightf");
4776 case WINED3DLIGHT_SPOT:
4778 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4779 checkGLcall("glLightfv");
4781 glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4782 checkGLcall("glLightfv");
4783 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4784 checkGLcall("glLightf");
4785 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4786 checkGLcall("glLightf");
4787 /* Attenuation - Are these right? guessing... */
4788 glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
4789 checkGLcall("glLightf");
4790 glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
4791 checkGLcall("glLightf");
4792 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
4793 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4794 checkGLcall("glLightf");
4798 case WINED3DLIGHT_DIRECTIONAL:
4800 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
4801 checkGLcall("glLightfv");
4802 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4803 checkGLcall("glLightf");
4804 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4805 checkGLcall("glLightf");
4809 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
4812 /* Restore the modelview matrix */
4815 glEnable(GL_LIGHT0 + Index);
4816 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4820 static void scissorrect(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4822 struct wined3d_surface *target = stateblock->device->fb.render_targets[0];
4823 RECT *pRect = &stateblock->state.scissor_rect;
4827 target->get_drawable_size(context, &width, &height);
4828 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4829 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4831 TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
4832 pRect->right - pRect->left, pRect->bottom - pRect->top);
4834 if (context->render_offscreen)
4836 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4838 glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4840 checkGLcall("glScissor");
4843 static void indexbuffer(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4845 const struct wined3d_gl_info *gl_info = context->gl_info;
4847 if (stateblock->state.user_stream || !stateblock->state.index_buffer)
4849 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4853 struct wined3d_buffer *ib = stateblock->state.index_buffer;
4854 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4858 static void frontface(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4860 if (context->render_offscreen)
4862 glFrontFace(GL_CCW);
4863 checkGLcall("glFrontFace(GL_CCW)");
4866 checkGLcall("glFrontFace(GL_CW)");
4870 static void psorigin_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4876 WARN("Point sprite coordinate origin switching not supported.\n");
4881 static void psorigin(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
4883 const struct wined3d_gl_info *gl_info = context->gl_info;
4884 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4886 if (glPointParameteri)
4888 glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin);
4889 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4891 else if (gl_info->supported[NV_POINT_SPRITE])
4893 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4894 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4898 const struct StateEntryTemplate misc_state_template[] = {
4899 { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4902 { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4903 { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4905 { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4906 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4907 { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4909 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4910 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4911 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4912 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4913 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4914 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4916 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
4917 * vshader loadings are untied from each other
4919 { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
4920 { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, NULL }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4929 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4930 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4931 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4934 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4935 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4936 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4937 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4938 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4939 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4940 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4941 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4942 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4943 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4944 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4945 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4946 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4947 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4948 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4949 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
4950 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4951 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4952 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
4953 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4954 { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4955 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4956 { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4957 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4958 { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4959 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4960 { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4961 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4962 { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4964 { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4965 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4966 { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4967 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
4968 { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
4970 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4971 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4972 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5009 { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3DRS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5035 { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5036 { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5037 { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5038 { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5041 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5042 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5043 { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), NULL }, WINED3D_GL_EXT_NONE },
5044 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5045 { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
5046 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5047 { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5048 { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5049 { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5050 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5051 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5052 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5053 { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5056 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5057 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5058 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5059 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5060 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5061 { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5062 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5063 { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5064 { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5065 { STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5067 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5068 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5069 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5070 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5071 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5072 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5073 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5074 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5075 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5076 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5077 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5078 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5079 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5080 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5081 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5082 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5083 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5084 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5085 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5086 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5087 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5088 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5089 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5092 const struct StateEntryTemplate ffp_vertexstate_template[] = {
5093 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5094 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5095 { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5096 { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5098 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5099 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5100 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5101 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5102 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5103 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5104 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5105 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5106 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5107 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5108 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5109 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5110 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5111 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5112 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5113 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5114 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5115 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5116 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5117 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5118 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5119 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5120 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5121 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5122 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5123 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5124 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5125 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5126 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5127 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5128 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5129 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5131 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5132 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5133 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5134 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5135 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5136 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5137 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5138 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5140 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5141 /* Transform states follow */
5142 { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), NULL }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5409 { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5410 { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5411 { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5412 { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5413 { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5414 { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5415 { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
5416 { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5425 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5426 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5427 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5428 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
5429 { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
5430 { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5431 { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5432 { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5433 { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5434 { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5435 { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5436 { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5437 { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5438 { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5439 { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5440 { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5441 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5442 { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5443 { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5444 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5445 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5446 { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5447 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5448 { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5449 { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5450 { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5451 { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5452 { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5453 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5454 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5455 { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5456 { STATE_RENDER(WINED3DRS_TWEENFACTOR), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5457 { STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3DRS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5459 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5460 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5461 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5463 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5464 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5465 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5466 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5467 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5468 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5469 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5470 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5471 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5472 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5473 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5474 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5475 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5476 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5477 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5478 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5479 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5480 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5481 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5482 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5483 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5484 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5485 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5486 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5487 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5490 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5491 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5542 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5543 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5544 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5545 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5546 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5547 { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5548 { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5549 { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5550 { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5551 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5552 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5553 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5554 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5555 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5556 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5557 { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5558 { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5559 { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5560 { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5561 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
5562 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5563 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5564 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5565 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5566 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5567 { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5568 { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
5569 { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
5570 { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5571 { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
5572 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
5573 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5574 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5575 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5576 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5577 { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5578 { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5579 { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5580 { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5581 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5582 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5583 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5584 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5585 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5586 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5587 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5588 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5589 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5592 /* Context activation and GL locking are done by the caller. */
5593 static void ffp_enable(BOOL enable) {}
5595 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5597 caps->PrimitiveMiscCaps = 0;
5598 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5599 | WINED3DTEXOPCAPS_ADDSIGNED
5600 | WINED3DTEXOPCAPS_ADDSIGNED2X
5601 | WINED3DTEXOPCAPS_MODULATE
5602 | WINED3DTEXOPCAPS_MODULATE2X
5603 | WINED3DTEXOPCAPS_MODULATE4X
5604 | WINED3DTEXOPCAPS_SELECTARG1
5605 | WINED3DTEXOPCAPS_SELECTARG2
5606 | WINED3DTEXOPCAPS_DISABLE;
5608 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5609 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5610 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5612 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5613 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5614 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5615 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5616 | WINED3DTEXOPCAPS_LERP
5617 | WINED3DTEXOPCAPS_SUBTRACT;
5619 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5620 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5622 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5623 | WINED3DTEXOPCAPS_MULTIPLYADD
5624 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5625 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5626 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5628 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5629 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5631 caps->MaxTextureBlendStages = gl_info->limits.textures;
5632 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5635 static HRESULT ffp_fragment_alloc(struct wined3d_device *device) { return WINED3D_OK; }
5636 static void ffp_fragment_free(struct wined3d_device *device) {}
5637 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5641 TRACE("Checking support for fixup:\n");
5642 dump_color_fixup_desc(fixup);
5645 /* We only support identity conversions. */
5646 if (is_identity_fixup(fixup))
5652 TRACE("[FAILED]\n");
5656 const struct fragment_pipeline ffp_fragment_pipeline = {
5658 ffp_fragment_get_caps,
5661 ffp_color_fixup_supported,
5662 ffp_fragmentstate_template,
5663 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5666 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5669 for(i = 0; funcs[i]; i++);
5673 static void multistate_apply_2(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5675 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5676 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5679 static void multistate_apply_3(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
5681 stateblock->device->multistate_funcs[state][0](state, stateblock, context);
5682 stateblock->device->multistate_funcs[state][1](state, stateblock, context);
5683 stateblock->device->multistate_funcs[state][2](state, stateblock, context);
5686 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info)
5688 unsigned int start, last, i;
5690 start = STATE_TEXTURESTAGE(gl_info->limits.texture_stages, 0);
5691 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5692 for (i = start; i <= last; ++i)
5694 state_table[i].representative = 0;
5695 state_table[i].apply = state_undefined;
5698 start = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + gl_info->limits.texture_stages);
5699 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
5700 for (i = start; i <= last; ++i)
5702 state_table[i].representative = 0;
5703 state_table[i].apply = state_undefined;
5706 start = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(gl_info->limits.blends));
5707 last = STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255));
5708 for (i = start; i <= last; ++i)
5710 state_table[i].representative = 0;
5711 state_table[i].apply = state_undefined;
5715 static void validate_state_table(struct StateEntry *state_table)
5737 static const DWORD simple_states[] =
5743 STATE_VERTEXSHADERCONSTANT,
5744 STATE_PIXELSHADERCONSTANT,
5750 STATE_POINTSPRITECOORDORIGIN,
5751 STATE_BASEVERTEXINDEX,
5753 unsigned int i, current;
5755 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5757 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5759 if (!state_table[i].representative)
5760 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5762 else if (state_table[i].representative)
5763 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5765 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5768 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5770 if (!state_table[simple_states[i]].representative)
5771 ERR("State %s (%#x) should have a representative.\n",
5772 debug_d3dstate(simple_states[i]), simple_states[i]);
5775 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5777 DWORD rep = state_table[i].representative;
5780 if (state_table[rep].representative != rep)
5782 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5783 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5784 state_table[i].representative = 0;
5789 if (state_table[i].apply)
5790 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5792 else if (!state_table[i].apply)
5794 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5800 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5801 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5802 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
5804 unsigned int i, type, handlers;
5805 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5806 const struct StateEntryTemplate *cur;
5807 BOOL set[STATE_HIGHEST + 1];
5809 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5811 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5812 StateTable[i].representative = 0;
5813 StateTable[i].apply = state_undefined;
5816 for(type = 0; type < 3; type++) {
5817 /* This switch decides the order in which the states are applied */
5819 case 0: cur = misc; break;
5820 case 1: cur = fragment->states; break;
5821 case 2: cur = vertex; break;
5822 default: cur = NULL; /* Stupid compiler */
5826 /* GL extension filtering should not prevent multiple handlers being applied from different
5829 memset(set, 0, sizeof(set));
5831 for(i = 0; cur[i].state; i++) {
5832 APPLYSTATEFUNC *funcs_array;
5834 /* Only use the first matching state with the available extension from one template.
5836 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5837 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5839 * if GL_XYZ_fancy is supported, ignore the 2nd line
5841 if(set[cur[i].state]) continue;
5842 /* Skip state lines depending on unsupported extensions */
5843 if (!gl_info->supported[cur[i].extension]) continue;
5844 set[cur[i].state] = TRUE;
5845 /* In some cases having an extension means that nothing has to be
5846 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5847 * supported, the texture coordinate fixup can be ignored. If the
5848 * apply function is used, mark the state set(done above) to prevent
5849 * applying later lines, but do not record anything in the state
5852 if (!cur[i].content.representative) continue;
5854 handlers = num_handlers(multistate_funcs[cur[i].state]);
5855 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5858 StateTable[cur[i].state].apply = cur[i].content.apply;
5861 StateTable[cur[i].state].apply = multistate_apply_2;
5862 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5864 sizeof(**dev_multistate_funcs) * 2);
5865 if (!dev_multistate_funcs[cur[i].state]) {
5869 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5870 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5873 StateTable[cur[i].state].apply = multistate_apply_3;
5874 funcs_array = HeapReAlloc(GetProcessHeap(),
5876 dev_multistate_funcs[cur[i].state],
5877 sizeof(**dev_multistate_funcs) * 3);
5882 dev_multistate_funcs[cur[i].state] = funcs_array;
5883 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5886 ERR("Unexpected amount of state handlers for state %u: %u\n",
5887 cur[i].state, handlers + 1);
5890 if(StateTable[cur[i].state].representative &&
5891 StateTable[cur[i].state].representative != cur[i].content.representative) {
5892 FIXME("State %u has different representatives in different pipeline parts\n",
5895 StateTable[cur[i].state].representative = cur[i].content.representative;
5899 prune_invalid_states(StateTable, gl_info);
5900 validate_state_table(StateTable);
5905 for (i = 0; i <= STATE_HIGHEST; ++i) {
5906 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5909 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5911 return E_OUTOFMEMORY;